Guide to the worksheets
The standard worksheets listed below are listed in the recommended order in which they should be undertaken.
Exploring and editing code
The Elan IDE has a powerful 'code editor' which greatly simplifies the tasks of browsing, editing, and entering code.
This worksheet is a good start point if you have never used Elan. You will explore and edit an existing program.
No prior knowledge is presumed.
What you will do in the course of completing the worksheet:
- Load, Run, and Stop a program
- Ensure that the Code Editor has focus in order to browse or change the code.
- Learn that a program consists of instructions: simple instructions (single line) and compound instructions, which contain other instructions
- Identify different parts of an instruction including a keyword, name, method and more.
- How to move the 'focus' around the code, using the mouse, or keyboard
- How to delete an instruction
- How to move an instructions up/down, or cut and paste it elsewhere
- How to recognise when an action has damaged the code, and how to restore the changes using Undo
- Understand that an instruction has editable parts ('fields') and non-editable parts, and how to edit the former.
- How to insert new instructions.
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Random walk
Intended as a possible very first exercise in programming - you create a simulation
of a random walk, which significant applications in many different fields of study:
physics, biology, ecology, economics ..., even computer science.
Prior knowledge required: you do not need any prior knowledge of how to program, nor of the Elan language.
You do need to understand how to use the code editor.
What you will do in the course of completing the worksheet:
- How to create a new program and ensure that what you create is auto-saved.
- Use Turtle graphics
- Call a ready-made procedure
- Use a forloop and while loop, and understand the difference between them
- Create random numbers
- Define a named value with a let and with a variable instruction and when to use which.
- Define and use mathematical expressions in code
- print a message on the display, including calculated results.
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Whack-a-mole
By creating a very simple version of the game 'Whack-a-mole' you will learn how to:
- Use an Array to hold related data items.
- Read or modify a specific-numbered element within an array.
- Use an each to do something to, or with, each element in an array.
- Make use of the system's 'clock' to manage timing of events
- Identify and make use of a key pressed by the player when the program is running.
- Use more sophisticated alternatives to the print keyword, giving you more control.
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Merge sort
Your task is to write a function that sorts a list of strings alphabetically using the merge sort algorithm
such that the pre-defined tests all pass.
You may delegate part of the responsibility to an existing merge function (for merging
two already-sorted lists). You are encouraged to adopt a recursive approach.
Unlike the worksheets above, this worksheet does not provide step-by-step guidance. However, the single
step provides eight progressive levels of hint - and your aim is to complete the task using
as few of those hints as you can.
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Simon (game)
By creating a version of the once popular hand-held electronic memory game Simon you will learn:
- Advantages and applications of the List data structure
- How to append a value to a list
- How to use 'vector graphics
- How to play musical notes
- How to read key presses dynamically while the program is running
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