Ready Recipe: Introduction to Storytelling

This 30 minute module introduces how to tell stories using Ready.

Introduction to Storytelling: Intermediate (30 min.)

 

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.

 

ACTIVITY OBJECTIVE

  • Create a three-scene project.
  • Use camera points to navigate between scenes.
  • Add a plain button to the scene to control the camera.
  • Zoom into the scene to create the illusion that each scene is separate from the other.
  • Customize the scene with your own objects, to tell a personal story.
  • Show it!

 

STARTER QUESTIONS

  • Can you think about how you could use Ready to tell a story?
  • What is a story you’d like to tell?
  • How is telling a story different from making a game?

 

CLOSING QUESTIONS

  • Can you think of a story you’d like to make in Ready?
  • Why is it important use classes for the camera points?
  • Why is it important to name your objects well and hide those you don’t code against in the Event Manager?

Ready Recipe: The Science of Neurons

Model the interactions of neurons in an organism using Ready.

Neurobiology making with Ready. (Medium: 60 min.)

 

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.
 

ACTIVITY OBJECTIVE

  • Place objects representing two neurons on the scene. (“soma”)
  • Place two objects representing the input side of the neuron. (“dendrites”)
  • Place two objects forming the output side of the neuron. (“axon” and “synapses”)
  • Place two excitatory signals; one for each neuron. (“volts”)
  • Place 1 receptor neuron connected to 1 muscle cell.
  • Calculate threshold of voltage stimuli to activate muscle cell.
  • Visually represent this chain of events.
  • Stress the muscle cell to failure, optionally.
  • Display informative text to the user, explaining each event as it occurs.
 

STARTER QUESTIONS

  • How can we represent neurons and volts on the screen?
  • What do you want to stimulate when a threshold is met?
 

CLOSING QUESTIONS

  • Can you visualize connecting what you made to another series of neurons to build a more complex simulation?
  • What are other types of cells that neurons can activate, and how might you model that in Ready?

Ready Recipe: Introducing Ready to your learners

This Ready Recipe provides a thirty-minute overview of Ready.

Ready Recipe: Group Introduction. 30 min.

SEE COMPANION SLIDES

 

Learning Outcome

  • Give students an initial tour of Ready.
  • Understand the “Community” area.
  • Remix a project from “Community”.
  • Build a basic scene.
  • Create an account.
  • Save your scene.
  • Return to your project to work later.

 

Activity Objective

  • Place an object on the scene and have it bounce off another object.
  • Give the object a behavior to keep in from leaving the scene.
  • Give the object an effect to make it look different.
  • Do some basic coding to understand WHEN something happens, DO something.
  • Customize the project with your own aesthetic to express yourself.
  • Save your project: set a cover, give it a name and a description.
  • Be prepared to log back in and continue working on your project.

 

Starter Questions

  • Do you wonder how computer games are made?
  • What do you think a character is?
  • What do you think a scene is?

 

Closing Questions

  • What do you think “object-oriented programming” means?
  • How are “behaviors” different from “events”?
  • What would you like to make with Ready?

 

 

20+ educators discuss Ready in live webinar.

Hosted by Professor Renee Hobbs, one of the nation's leading authorities on digital and media literacy education. Through community and global service and as a researcher, teacher, advocate and media professional, Hobbs has worked to advance the quality of digital and media literacy education in the United States and around the world.

Professor Renee Hobbs

Professor Renee Hobbs

Renee is Founder and Director of the Media Education Lab, whose mission is to improve the quality of media literacy education through research and community service. 

On Monday, April 11, Renee hosted a live webinar, featuring Ready.  The topic was how computational thinking supports the acquisition of literacy skills, the challenges of understanding computational thinking -- and teaching computational thinking.  

In this Media Smart Webinar, David Bennahum CEO of Ready joins Renee Hobbs and Jen Robinson to explore Ready, a creative software tool for 10 - 15 year olds.

Ready Visits Winstons Transitions, builds Pong

We had the pleasure of working for a morning with the students at Winstons Transitions, building versions of Pong.

Ready CEO David and John Civita, Director of Winstons Transitions (background) build Pong with students.

Ready CEO David and John Civita, Director of Winstons Transitions (background) build Pong with students.

Located in the heart of New York City, Transitions offers a unique program for a community of diverse learners ages 18-21 with unique patterns of strengths and weaknesses, all of whom need additional work to be prepared for post-secondary programs or gain further academic, work, and/or life skills. This includes, but is not limited to, students with complexities that can be fully understood only by working with them on an individual basis.

Ready Recipe: Flappy Bird

In 2014, Flappy Bird topped the app store charts as the number one mobile game world-wide. Then the game's creator pulled Flappy Bird from the market, saying it was "too addictive"!

Now's your chance to build your own version of this iconic game.

To get started you'll need two things:

A copy of the Ready Recipe for Flappy Bird. (Google Slides; can download as PDF)

The video tutorial that will walk you through every step of building the game. (YouTube)

Remember: Tap to Flap!

Happy Making!

Build your own Spacewar game on Ready!

Spacewar is one of the oldest computer games, dating from MIT in 1962.  In this Ready tutorial you'll build a 21st Century version of this classic in about two hours.  Along the way, you'll become an adept Ready maker.  And you'll have fun!

We recommend you play the tutorial video side by side with the Ready recipe book (Google slides, which can also be saved as PDF if you desire).

Spacewar tutorial on YouTube, circa 2016.

 
  In this archival shot, we see Dan Edwards on the left and Peter Samson playing Spacewar on the PDP-1 display.

 

In this archival shot, we see Dan Edwards on the left and Peter Samson playing Spacewar on the PDP-1 display.