A digital creation tool

A - 000

[ easy ]  30 min

The Basics: know your way around.

Overview

A 90 second tour of the basics of building with Ready.

b - 001

[ easy ]  30 min

Introducing Ready to your classroom.

 

Overview

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Objectives

Learning outcome

  • Save a project into their Workshop.
  • Remix a project from the Community area and save the remix to their Workshop.
  • Get more comfortable with feedback.

Activity objective

  • The player taps “Flap!” to keep his bird aloft while avoiding the obstacles coming in from the right side of the screen.
  • A score counter top-left counts how many obstacles passed by.

 

 

With your group

Starter questions

  • What do you think a character is?
  • What do you think a behavior is?
  • What do you think an event is?

Closing qUESTIONS

  • What other games can we create?
  • What do I need to create video games?
  • What do all the games have?
  • What is a background?
  • What is an event in Ready?
 

A - 001

[ medium ]  90 min

Flappy Bird

 

Overview

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Objectives

Learning outcome

  • Save a project into their Workshop.
  • Remix a project from the Community area and save the remix to their Workshop.
  • Get more comfortable with feedback.

Activity objective

  • The player taps “Flap!” to keep his bird aloft while avoiding the obstacles coming in from the right side of the screen.
  • A score counter top-left counts how many obstacles passed by.

 

 

With your group

Starter questions

  • What do you think a character is?
  • What do you think a behavior is?
  • What do you think an event is?

Closing qUESTIONS

  • What other games can we create?
  • What do I need to create video games?
  • What do all the games have?
  • What is a background?
  • What is an event in Ready?
 

A - 002

[ Medium ]  60 min

Spacewars

 

Overview

Space war is a classic game that features two spaceships, "the needle" and "the wedge", engaged in a dogfight while maneuvering in the gravity well of a star. Both ships are controlled by human players. Each ship has limited fuel for maneuvering and a limited number of torpedoes, and the ships follow Newtonian physics, remaining in motion even when the player is not accelerating. Ships are destroyed when hit with a torpedo or colliding with the star, though flying near the star can provide a gravity assist to the player. 

 

Objectives

Learning outcome

  • Save a project into their Workshop.
  • Remix a project from the Community area and save the remix to their Workshop.
  • Get more comfortable with feedback.
 
 

A - 003

[ easy ]  30 min

Pong

 

Overview

Build a working version of the classic arcade game, Pong.  Play against the computer and train it to think like a tennis player.

 

Objectives

Learning outcome

  • Understand the basics of "artificial intelligence" by teaching the computer to play against you.
  • Explore two-dimensional physics by tuning the game play of the ball through space.
  • Deploy basic score counters and trigger a "win" and "lose" moment on screen.

Activity objective

  • Build a two-person game, with the computer as the opponent.
  • Create a court and frame to contain the game.
  • Count scores by both sides.
  • Customize the paddles, court, and ball to reflect your personality.

 

 

With your group

Starter questions

  • What do you think artificial intelligence is?
  • How can we teach a computer to "think"?
  • How might a computer play tennis?

Closing qUESTIONS

  • What other uses of artificial intelligence can we think of?
  • Is there another project you'd like to make where you play against the computer?
  • What story does the final decoration of your project express?
 

A - 005

[ easy ]  30 min

The Science of Neurons

 

Overview

In this activity we will build a model of neurons and their functions.

 

Objectives

Learning outcome

  • Build a model of neurons and their functions.
  • Apply computational thinking to the task, by making the model interact with the user.
  • Apply two-dimensional physics to simulate the way neurons communicate.
  • Differentiate between objects in “classes” (grouped into a single family of object) versus objects outside of classes.
  • Apply basic mathematical principles of thresholds to stimulate, activate, and potentially exhaust, a muscular cell.
  • Apply basic game mechanics to make the scene engaging.
  • Personalize the scene with your own aesthetic, while conveying the core information.
 
 

A - 004

[ easy ]  30 min

Intro to Storytelling

 

Overview

In this activity we will build a story that moves through 4 different "moments" or scenes. It serves as a framework where each student can expand upon to tell their own stories.

 

Objectives

Learning outcome

  • Build a framework for telling stories in Ready.
  • Apply computational thinking to the task, by using classes, loops, and counters..
  • Understand the role of cameras in software, to set views.
  • Apply a “user interface” element to control navigation.
  • Understand how scenes can live within a project..
  • Personalize the scene with your own aesthetic, while conveying the core information.
 
 

The Ready Maker Handbook: Photo Credits

Select a picture to view the credit.

 

Easy & accessible to all.

Profesional grade creations.

A compilation of projects made with Ready showing: Games, Tools and Project based Learning.

A time-lapse Video of a user building pong in under 30 minutes.

 

In Educators own words:

In February 2016 Ready started a pilot education program in New York City schools. What follows are three testimonials:

Teachers at St. Ann's in Brooklyn, Browning, Lower Eastside Girls Club and Dwight in Manhattan share their experience

 

 

Learners in their own words:

The Dwight School, 6th grade.

The Browning School, 9th grade.

TechKids Unlimited, ages 9-14, special needs day camp.

 

Important: this page is private. Please do not share.

Future home of user settings control area.

The Ready Maker Handbook

Imagining the world through software

By David S. Bennahum + Ready Team

List Price $29.95

Do you want to become an expert game developer and coding machine? Get the tools you need to build your own software with The Ready Maker Handbook!

 
 
 

ABOUT THE BOOK

What’s your favorite game? Maybe Minecraft? Or an RPG? Whatever it may be, think about all of the people who were responsible for its creation. Imagine the games you would design if it were up to you. Now, you can be the next great game designer. Let The Ready Maker Handbook teach you how. 

Even if you have no idea how to begin coding, this book will walk you through the process with simple instructions and pictures. With the book and the free Ready Maker app, you'll start making your gaming dreams come true. Learn everything you need to know to design games like Flappy Bird and Asteroids, and create projects like a working model of the solar system and a stopwatch! 

The Ready Maker Handbook is designed for everyone, including beginners. Have fun learning important new skills as you create your own software!

Some Pages from the book:

 

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SEE THE COMMUNITY FOR QUESTIONS AND COMMENTS

Build the most original version of PONG to WIN

Give it your personal spin. anything goes!

#ReadyContest ends November 30, 2016

 

Participate
Download the Ready Maker app and follow the steps to build your version of the classic game

Win!
Winner receives $100 Amazon gift card
Runner ups:  FREE 1 year Ready Maker accounts. 

 

Rules

Simple: make PONG with your personal twist.

Using the Ready Maker app and saved with #ReadyContest tag.

See more rules in the community forum.

Submit
Add #ReadyContest to the project name and save it on Ready.

 

Dates
Submit your project by November 30, 2016.

 

Step-by-step tutorial to build basic PONG

 

PONG examples:

 

PONG inspirations 

Group 58.png