Maze Game Add On Features Module
Maze Game Add On Features Module
Semester 1, 2021/2022
This training module is for limited use only which has been agreed upon by the university/faculty, co-
organizer SDEC, students, and the community involved in this Service Learning project. Any use beyond
the original purpose must obtain consent from all parties.
Modul ini adalah untuk My School #digitalmaker Carnival dan Service Learning, FSKTM, UNIMAS
ADDITIONAL FEATURES TO
THE MAZE GAME
This training module is for limited use only which has been agreed upon by the university/faculty, co-
organizer SDEC, students, and the community involved in this Service Learning project. Any use beyond
the original purpose must obtain consent from all parties.
Modul ini adalah untuk My School #digitalmaker Carnival dan Service Learning, FSKTM, UNIMAS
1. Klik pada bahagian blok, kemudian pada senarai, klik pada Sensor dan pilih Gyroscope. Klik
Click on the block section, then on the list, click on Sensors and choose Gyroscope. Click Add
and Submit.
This training module is for limited use only which has been agreed upon by the university/faculty, co-
organizer SDEC, students, and the community involved in this Service Learning project. Any use beyond
the original purpose must obtain consent from all parties.
Modul ini adalah untuk My School #digitalmaker Carnival dan Service Learning, FSKTM, UNIMAS
3. Klik pada tab Motion dan drag SpriteBall speed ke dalam blok Gyroscope1 seperti imej di
bawah.
Click on Motion tab and drag SpriteBall speed into the Gyroscope1 block as in the image below.
This training module is for limited use only which has been agreed upon by the university/faculty, co-
organizer SDEC, students, and the community involved in this Service Learning project. Any use beyond
the original purpose must obtain consent from all parties.
Modul ini adalah untuk My School #digitalmaker Carnival dan Service Learning, FSKTM, UNIMAS
4. Klik pada tab Math dan drag multiply blok ke dalam blok SpriteBall speed. Tukar nilai seperti
Click on Math tab and drag multiply block into SpriteBall speed block. Change the values as
5. Klik pada tab Gyroscope1 dan drag Gyroscope1 Beta dan Gamma ke dalam blok multiply.
Click on the Gyroscope1 tab and drag Gyroscope1 Beta and Gamma into the multiply block.
This training module is for limited use only which has been agreed upon by the university/faculty, co-
organizer SDEC, students, and the community involved in this Service Learning project. Any use beyond
the original purpose must obtain consent from all parties.
Modul ini adalah untuk My School #digitalmaker Carnival dan Service Learning, FSKTM, UNIMAS
6. Para pelajar boleh mencuba pergerakan giroskop dalam aplikasi Thunkable Live di telefon.
Students can try the gyroscope movement in the application Thunkable Live through the phone.
EFEK BUNYI
https://drive.google.com/drive/folders/1UiXkKOC-VxkNf7BwrZhRO_3lKX-FlgI7?usp=sha
ring
This training module is for limited use only which has been agreed upon by the university/faculty, co-
organizer SDEC, students, and the community involved in this Service Learning project. Any use beyond
the original purpose must obtain consent from all parties.
Modul ini adalah untuk My School #digitalmaker Carnival dan Service Learning, FSKTM, UNIMAS
This training module is for limited use only which has been agreed upon by the university/faculty, co-
organizer SDEC, students, and the community involved in this Service Learning project. Any use beyond
the original purpose must obtain consent from all parties.
5. Klik music fail itu dan muat naik.
Click on the block section, then on the list, click on Control and choose wait 1 sec.
Click on “ball.png” and change it to the name of music file to “Winning Sound.mp3”
BUNYI LATAR BELAKANG
1. Di bahagian blok, pilih “Screen 1” and drag blok seperti yang ditunjukkan di gambar
In block section, choose “Screen 1” and drag the block as shown in picture below
In the block section, choose the Device tab and drag “vibrate”.
PEMASA
1. Taipkan “Label” dalam Search komponen dan drag di sebelah label Score. Kemudian, tukar
Type in “Label” in the Search component and drag it next to the Score label. Then, change the
At the Blocks section, click the Timer tab. Change the time value to 1 and enable CountUp and
On the Variables tab, drag initialize app block and change the variable name to ‘Time’. Then,
Click the Math tab and drag the number 0 as in the image.
4. Drag blok Timer1 seperti dalam gambar. Kemudian, ikut warna untuk mendapatkan blok.
Drag the Timer1 block as in the picture. Then, follow the colors to get the blocks.
5. Pada blok Screen1 Opens, ikut warna yang ditanda untuk mendapatkan blok. Salin blok anak
panah kuning dari langkah sebelumnya. Drag blok Timer1 enabled true daripada tab Timer1.
On the Screen1 Opens block, follow the marked colors to get the blocks. Duplicate the yellow
arrow block from the previous step. Drag Timer1 enabled true block from the Timer1 tab.
6. Pada blok Sprite_Ball_Type collide Sprite_Type_Wall, drag blok yang ditunjukkan dalam
imej di bawah. Pastikan nilai ditukar kepada app variable Time dan Label_Time.
On the Sprite_Ball_Type collide Sprite_Type_Wall block, drag the blocks as shown in the image
below. Make sure the values are changed to app variable Time and Label_Time.
7. Buat yang sama pada blok Sprite_Ball_Type collide Sprite_Type_ Goal.
Sila buat satu Aplikasi Penterjemahan menggunakan Thunkable mengikut kreativiti anda. Anda
Tarikh akhir penghantaran tugasan ini adalah pada 10 Disember 2021. Hantar kerja anda kepada