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1. Give an example of a positive emotion, a negative emotion, and a neutral emotion. Then
give an example of how a game can make you feel each of these emotions.
2 Think about a good game story that made you feel a mix of positive and negative emotions.
What was the story, what emotions did you feel, and how did it make you feel them? Why
did those emotions draw you into the story?
3. Think about the Dungeon Dash game you played in Lab 1 in this unit. Besides the sprite not
being able to leave the game board, describe at least two other rules for the game.
4 Think about what you do each weekday evening, starting with dinner and ending with going
to bed. Describe your activities as a sequence of at least five instructions. Describe at least
one way that changing the order of that sequence mess up your night
5. Describe common gaming tasks that would make sense to set up as each of the following:
a forever loop, a conditional controlled loop, a count-controlled loop.

Sagot :

Answer:

1. Happy, angry and bored, a game can make you happy if you win, if it is too hard you could get angry and want to rage and if the game just keeps repeating it will get boring !

2.  Well in Scratch there was a game that was very interesting. It played a song that made me happy and it was very relaxing. I was so surprised by the game when it started playing funky sounds!

3. For the dungeon dash it wasn't pretty easy to do, but the part that was so cool is that it made some epic sounds and the more time you play the game the fireballs will increase!  

4.  1. Brushing my teeth, 2. Eating breakfast, 3.Going to school, 4. Eat lunch, 5. Do homework, 6. Eat Dinner. 7. Go to sleep!

5.  A forever loop is a loop that repeat FOREVER, a conditional-controlled loop is a loop that is controlled by the words you gave it, a count-controlled loop is telling it to repeat in numbers!

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