Stop the Logger – Scratch Game Whitepaper

“Stop the Logger” Whitepaper

Using the ADDIE Model for “Stop the Logger” Scratch Game Development

Avi Megiddo

April 2 – 9, 2023

 

OVERVIEW

This document is a whitepaper/documentation for Stop the Logger! This game was created using the ADDIE model for instructional design.

Stop the Logger is a game designed to raise awareness about deforestation in a fun and interactive way. The objective is to catch loggers by clicking on them before they cut down all the trees in the forest. Players must act quickly and strategically to protect the growing forest, earn points, and achieve victory by catching a set number of loggers. The game provides a dynamic challenge while offering an engaging platform to reflect on environmental conservation.

The game was inspired by a button script from years ago and the birds outside my window. The trees in the game are from PNGTree.com and PNGWing.com, and the code randomly chooses one, “plants” it in a random location on the screen, and grows every second with a bit of accounting for upward and outward growth, but not downward. 

Play the game!



Play the game in Scratch:
https://scratch.mit.edu/projects/829653804

Analysis:

I was inspired initially by the button script from years ago, where it moved away from the mouse pointer as you tried to click it. This inspired me to create a “catchable” button in Scratch, which I used in the development of the game. After thinking about what makes sense to “catch” and still be educational, I came up with catching a tree logger, or “arresting” the logger. 

I found an animated gif of a logger/lumberjack on Dribbble.com,  by searching for synonyms of logger/lumberjack/tree logger and ‘gif’, and used a web-based tool to make all the gif images have a transparent background. Importing them as a new sprite took one click, and that was the basis for the game.

I was also inspired by the birds outside my window while creating the functions, and used bird call sounds from ZapSplat.com to reward the player after 10 trees were alive. Additionally, a student’s project inspired me to use the number 20 for a “winning amount” of loggers to catch.

 

Design:

 

In terms of design, I made the “caught” version of the logger by taking an image from the logger gif, and copy+paste+flip horizontally to make the arms look like they were handcuffed. I also created handcuffs in Google Drawings and finalized the design of the handcuffed tree logger using the Scratch costume editor. When the user successfully clicks on the logger, I decided to show a funny utterance instead of educational content to reward the user. I used my resizing concept to make the logger shrink as he rose to the top of the screen to join his other caught logger friends. 

 

The trees were also made using the ‘clone’ feature in Scratch, and some of the hard challenges included managing the clones, creating actions upon starting as a clone, deleting at the right time, and stopping other scripts in a sprite upon certain actions/states of the game, such as trees equalling zero and 20 loggers being caught.

Development:

 

To develop the game, iteration was key. I revisited the code for 30 minutes to 2-hour sessions, adding features, debugging, iterating over the project, upgrading, and saving to the computer stable backup versions, about 10 times. 

A random tree is chosen every second, with a random location on the screen, size adjusted based on position, and growing every second with a bit of accounting for upward and outward growth, but not downward. I used the size of the tree to make trees smaller or larger, depending on how high their randomly chosen y-values are, using the formula (180 – y-position) times some coefficient.

A recent iteration/upgrade was to how the trees fall when they die. Initially, I just rotated a tree 90 degrees when the logger touches it, but the upgrade involves repeating 10 rotations of 9, and a random choice of clockwise / counterclockwise rotation.  Further, the tree moves down as it rotates, to simulate rotation from the root, not the middle.

Implementation:


During implementation, I continued to test the game and made adjustments as needed. I added scoring functionality, where the player earns one point for each logger caught and loses one point for each tree lost. I also used the stamp tool as a way to delete each caught logger clone. I made the game more challenging by having the trees grow faster and adding more loggers to catch over time.

Evaluation:

In terms of evaluation, I tested the game with several individuals to get feedback on the gameplay and design. Based on the feedback, I made further adjustments to the game to improve the user experience. Overall, the game has been well received and has provided an engaging way to learn about deforestation.

 

MILESTONES

  1. Getting the button to move away from the cursor at a custom speed, based on a custom distance.
  2. Finding and importing the logger .gif 
  3. Dynamic sizing based on height.
  4. Creating the “caught” logger.
  5. Tree growth and death upgrades.
  6. Changing frequency and speed of logger based on # of catches.
  7. Adding educational messages upon loss/win.
  8. Adding a trophy/badge and music upon win.

MYP Rubric + Comment Bank: score, comment, share, email


MYP Rubric Share

I’ve developed an interactive scoring rubric + comment bank for MYP.
I made it to streamline MYP assessment; rubric-based grading and commenting, with task-specific clarifications.

Assessing MYP units requires juggling a number of documents; the rubric, the student’s work, a comment bank perhaps, and the software used to record/communicate the grade.

This tool utilizes Google Sheets + Google Apps Script.

With it, you can:
+ Add rubric comments and custom comments
+ Check boxes to aggregate comments
+ Share, email comments, score PDF

This improves my workflow mainly by aggregating the comments based on checkboxes made in the rubric.

Please have a look at the demo video:

 

Here is what you can expect when trying to run functions or after clicking on buttons:

1. Authorization Request: When you run the script, you will encounter an authorization request. This is a standard procedure for the script to access specific data within your Google account.

2. Clicking ‘Advanced’: During authorization, you will need to click on ‘Advanced’ to review and understand the script’s permissions.

3. Allowing the Script to Run: You might see a warning about the script being unverified. Rest assured, this is not indicative of any malicious activity. Simply select the option to allow the script to run. It’s important to note that this grants the script permission to read and modify the contents of cells in the sheet, which is necessary for it to perform the requested actions.

I hope you find this tool to be a useful game-changer. Here’s to taking tournament management to the next level! Please enjoy these interactive MYP Smart Rubric. Play on!

Privacy Policy for MYP Rubric ShareThis is a requirement in order to get verified by Google.

 

Terms of ServiceThis is a requirement in order to get verified by Google.

1. Agreement to Terms

By using this MYP Rubric Share Google Sheet Template application, you agree to abide by these Terms of Service. If you disagree with any part of the terms, then you may not access the application.

2. Changes to Terms

I reserve the right, at my sole discretion, to modify or replace these Terms at any time.

3. Use of the Application

You are responsible for any activity that occurs through your use of the application. You agree not to distribute any part of the application without my explicit permission.

4. Ownership

The application, including the associated MYP Rubric Share Google Sheet Template and Apps Script code, is owned by me. You are granted a limited, non-exclusive, non-transferable license to use the application for its intended purpose.

5. Limitation of Liability

In no event shall I, nor my partners, agents, suppliers, or affiliates, be accountable for any indirect, incidental, special, consequential or punitive damages, including without limitation, loss of profits, data, use, goodwill, or other intangible losses, resulting from your use of the application.

6. Contact Information

If you have any questions about these Terms, please contact me at
megiddo at gmail.com.

Mood Meter Google Sheets App

The Mood Meter for Google Sheets™ App

Enhancing Emotional Intelligence in the Classroom

Have you ever wondered how the emotional state of your students impacts their learning experiences? Or have you found it challenging to track and understand the emotional climate of your classroom? Today, I want to introduce a digital tool that could help us perceive and respond to our students’ emotions: the Mood Meter Google Sheets App. This project was inspired by Marc Brackett’s pioneering work with the Mood Meter, as outlined in his book “Permission to Feel“, and my passion for Google Sheets and Apps Script.

The Mood Meter was designed to elevate emotional awareness and enhance our overall well-being. Marc Brackett is the Director of the Yale Center for Emotional Intelligence. He and his uncle developed the RULER method—an evidence-based approach to social-emotional learning. It focuses on improving 5 skills of emotional intelligence: Recognizing emotions in self and others, Understanding the causes and consequences of emotions, Labeling emotions accurately, Expressing emotions appropriately, and Regulating emotions effectively. Managing emotions effectively allows us to navigate challenges and setbacks with resilience and adaptability, fostering a fulfilling and harmonious life.

The Mood Meter Google Sheets app, which is currently in development, focuses on tracking and analyzing the emotions and moods of students on a daily basis. This can be particularly useful in understanding students’ well-being, identifying patterns or trends, and addressing potential concerns. It generates a heat map of the aggregated moods in each class over time, showing which emotions were more often felt over time. The student mood table tracks how each student felt each day and can provide valuable insights for teachers and administrators.

The tool I’m developing is an interactive version of Marc Brackett’s Mood Meter, enhanced with Google Apps Script. It enables concurrent editing by an entire class, providing a dynamic visual snapshot of the collective emotional state. This can be implemented in a Homeroom, Advisory, or other class setting.

The sheet records user data, generates daily and cumulative heat maps, and can manage multiple sub-sheets for educators overseeing various classes. Though we are on summer break and I’ve yet to test it with students, I’ve strived to make the code robust, anticipating a large group of students using it simultaneously.

Foremost in the design is the privacy and security of students’ emotional data. The tool ensures that such sensitive information is accessible only to authorized individuals.

Privacy Policy

 

Terms of Service

Demo:

Detailed Walkthrough:

Understanding Emotional Intelligence: Emotional intelligence (EQ) refers to the ability to recognize, understand, and manage our own emotions, as well as understand and empathize with the emotions of others. It encompasses skills such as recognizing emotions, understanding their causes and consequences, accurately labeling emotions, expressing emotions appropriately, and regulating emotions effectively. Developing EQ empowers individuals to navigate emotions, build healthier relationships, and make informed decisions.

The Role of Emotional Awareness and Metacognition: Emotional awareness is the foundation of emotional intelligence. It involves consciously recognizing and understanding our emotions, as well as the impact they have on our thoughts, behaviors, and overall well-being. By cultivating emotional awareness, individuals can develop metacognition skills, which involve the ability to reflect on and regulate one’s own thinking and learning processes. The Mood Meter serves as a powerful tool to enhance emotional awareness and metacognition, enabling individuals to explore and express their emotions more effectively.

The Power of the Mood Meter in the Classroom: The Mood Meter provides teachers with a valuable resource to gauge the emotional well-being of their students in an engaging and efficient manner. Unlike traditional methods of checking in on emotions, such as asking “How are you today?” or using simple thumbs-up, sideways, or thumbs-down indicators, the Mood Meter offers a technologically-driven solution that encourages active participation. Teachers can easily create a class-specific Mood Meter using the app, enabling students to select their current mood by clicking on corresponding checkboxes.

Data Aggregation for Valuable Insights: One of the key advantages of using the Mood Meter is its data aggregation capability. The sheet automatically aggregates and analyzes the data, providing valuable insights to teachers. By monitoring trends and patterns, educators can identify students who consistently experience negative emotions, detect classes that exhibit low energy levels, and gain a comprehensive understanding of the emotional well-being of their students. This information empowers teachers to offer timely support and interventions when necessary, leading to a more nurturing and inclusive learning environment.

Exploring Color Psychology: Colors play a significant role in the Mood Meter, representing different emotional states and energy levels. The hex color codes assigned to each quadrant (red, yellow, blue, and green) were chosen to reflect the emotional experiences associated with different energy levels and pleasantness. The heat map creates a visually stimulating and educational experience. Exploring the impact of colors on emotions enhances students’ understanding of color psychology and contributes to their overall emotional awareness.

Empowering Homeroom Teachers: Homeroom teachers, in particular, can greatly benefit from using the Mood Meter as a tool to monitor the emotional well-being of their class. By using the Mood Meter, teachers can efficiently gather data about their students’ emotions and energy levels without relying solely on verbal or non-verbal cues. This technology-driven approach provides a comprehensive view of the emotional climate of the classroom, fostering empathy, open communication, and targeted support for students.

Conclusion: 

The Mood Meter offers a powerful platform for enhancing emotional intelligence, fostering emotional awareness, and promoting metacognition skills. Its gamified and interactive nature engages students, enabling them to explore and express their emotions effectively. Homeroom teachers and educators worldwide can harness the power of the Mood Meter to create inclusive learning environments, gain insights into students’ emotional well-being, and provide targeted support.

By integrating the Mood Meter into their teaching practices, teachers empower students to navigate emotions, develop essential social-emotional skills, and lead happier and more fulfilled lives.

I would love to hear your thoughts on this tool. How do you think it could be improved?