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📜Changes the word 'tab' to 'adventure' for new design (#6018)
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fixes #6016 

in Dutch and English
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MarleenGilsing authored Dec 6, 2024
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58 changes: 29 additions & 29 deletions content/adventures/en.yaml
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```
story_text_2: |
### Exercise
In the previous tab you have practised with setting variables with the `{is}` command.
In the previous adventure you have practised with setting variables with the `{is}` command.
You have created at least 3 variables and used them with a print command.
Now, instead of setting the variables we want you to make the variables interactive, like we did in our example.
Copy your code from the previous tab and make the variables interactive by using `{ask}` commands.
Copy your code from the previous adventure and make the variables interactive by using `{ask}` commands.
example_code_2: |
```
favorite_animal {is} {ask} What is your favorite animal?
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***Test the function***
Test if your function is working properly. Finish the first print command by filling in which card you've drawn. Then finish the second line by calling the function with card_1.
Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next tab!
Run the code a couple of times. Are you happy with the results? Great! Then you can remove the testing part and move on the the next adventure!
example_code: |
```
{print} 'BLACKJACK'
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***Show the score***
Lastly, you want to tell the program to tell you which cards you have drawn and how many points that is. Then show which cards the dealer has and how many points they have.
***Continue in the next tab***
Great! You have finished this part of the game! Copy your code and go to the next tab to learn how to ask for an extra card and to declare a winner.
***Continue in the next adventure***
Great! You have finished this part of the game! Copy your code and go to the next adventure to learn how to ask for an extra card and to declare a winner.
example_code: |
```
# Paste your code from the previous adventure here
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levels:
17:
story_text: |
In the previous tabs you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got.
In the previous adventures you have learned how to draw 2 random cards for yourself and for the dealer and to calculate how many points you both got.
In this adventure we add the option to ask for an extra card for both you and the dealer.
### Exercise
***Paste your code from the previous adventure*** Firstly, copy your code from the previous tab and paste it here.
***Paste your code from the previous adventure*** Firstly, copy your code from the previous adventure and paste it here.
***Extra card for you*** If you want, you can get an extra card to get your total as close to 21 as possible. First ask the player if they want an extra card.
If they do, pick a random card and print what they have drawn. If the card is not an Ace, you can call the function and add the points to your total.
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* Then we get to set the return value. We want to return the mean, so the total devided by the amount of tests (4).
* Lastly we finish the code by calling the function in line 8.
Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next tab!**
Did you get it? Awesome! Would you like to add even more to your calculator? **This adventure continues in the next adventure!**
example_code: |
```
{define} calculate_mean_grade
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14:
story_text: |
### Exercise 2
**This is the second part of this adventure.** The adventure starts in the previous tab.
**This is the second part of this adventure.** The adventure starts in the previous adventure.
Of course, you don't always want to calculate the mean of 4 tests. You might want to calculate the mean of 10 tests or only 2...
We can fix this problem by adding the argument and variable 'amount_of_tests'.
* Start a new line on line 3. Set the amount_of_tests argument by asking the student how many tests they have made.
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Try the code yourself! The yellow button copies the example code to your programming field.
Then push the green 'Run code' button under the programming field to run the code.
Ready? Then go to the next tab to learn how to make your own codes!
Ready? Then go to the next adventure to learn how to make your own codes!
example_code: |
```
{print} Hello world!
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For example in the restaurant adventure, you could echo what the costumer wanted to eat, or what they wanted to drink, but not both in one sentence.
That changes in level 2. In level 2 you'll learn to work with variables, that allow you to save multiple pieces of information and print them in any place you want.
So let's go to the next tab!
So let's go to the next adventure!
example_code: |
**Warning! This code does not work!**
In Hedy commands will change sometimes. `{echo}` for example only works in level 1. In this level you'll learn a better way to echo answers back.
Expand All @@ -1288,7 +1288,7 @@ adventures:
In the previous level you've learned what a variable is and how you can use it to make your adventures more interactive.
But... that's not the only thing you can do with variables! You can also use variables to make lists.
And you can even let Hedy pick a random word out of a list, which allows you to make real games!
Take a quick look at the next tab!
Take a quick look at the next adventure!
4:
story_text: |
In the previous levels you've been practising with variables, but you may have come across this problem.
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But it's not really interactive, the player doesn't have any influence on what happens in the game.
In this level you'll learn the `{if}` command, that allows you to give different responses in your program. This way you can program a secret password for your computer for example.
So let's go to next tab for the new command!
So let's go to next adventure for the new command!
example_code: |
```
password {is} {ask} 'What is the correct password?'
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Great job! You've reached the next level, which means you have practiced with `{if}` and `{else}`. You have probably noticed that your codes are getting longer and longer.
For example if you want to program 'Happy Birthday'.
That's a lot of code for mainly the same words over and over again. Luckily in the next tab you'll learn a solution with the `{repeat}` command, that allows you to repeat a line of code multiple times.
That's a lot of code for mainly the same words over and over again. Luckily in the next adventure you'll learn a solution with the `{repeat}` command, that allows you to repeat a line of code multiple times.
example_code: |
```
{print} 'happy birthday to you'
Expand All @@ -1361,7 +1361,7 @@ adventures:
This level allows you to group a couple of lines of code, and repeat that little group of lines all at once!
example_code: |
```
{repeat} 5 {times} {print} 'In the next tab you can repeat multiple lines of code at once!'
{repeat} 5 {times} {print} 'In the next adventure you can repeat multiple lines of code at once!'
```
9:
story_text: |
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{for} sound {in} sounds
{print} 'A ' animal ' says ' sound
```
Note: These codes will not work like this in this level. Head to the next tab to see which parts you need to correct.
Note: These codes will not work like this in this level. Head to the next adventure to see which parts you need to correct.
17:
story_text: |
Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation.
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***Player 2's turn***
Tell Player 2 its their turn. Then tell Player 2 how many letters there are in the answer. Finally, print the list of `guessed_letters`.
***Go to the next tab*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how!
***Go to the next adventure*** Now that all the starting variables are set, we can start programming the game itself. Check out the next tab to learn how!
example_code: |
```
print 'Hangman!'
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### Exercise
***Paste your code*** Copy your code from the previous tab and paste the code in the programming field.
***Paste your code*** Copy your code from the previous adventure and paste the code in the programming field.
***The game*** This games continues playing until Player 2 is game over. Fill in the while command accordingly. Now, Player 2 is allowed to guess a letter, so ask Player 2 to guess a letter.
We need to check if their answer is correct, so check if their `guess` is (somewhere) in the (list) `answer`. Then we let the computer figure out which of the letter(s) is the guess. We have already programmed that part for you.
Expand All @@ -2174,7 +2174,7 @@ adventures:
For the last part we'll program what happens when Player 2 has made 10 mistakes. We'll print that Player 1 has won the game. Then we'll print the correct answer. And finally, we'll set our `game_over` variable to `True`, so the game stops.
***Go to the next tab*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..?
***Go to the next adventure*** Amazing work! Your game is playable, but wouldn't it be fun if the hangman was actually drawn when Player 2 makes a mistake..?
example_code: |
```
# Paste your code here
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***Test the function*** Test the function by calling the function with 10. If you are happy with the function, remove the line that calls the function for now. We will call the function when the player makes a mistake.
***Paste your hangman game under your function*** Go back to the previous tab and copy your hangman game. Paste the game underneath your function.
***Paste your hangman game under your function*** Go back to the previous adventure and copy your hangman game. Paste the game underneath your function.
***Call the function when the player makes a mistake*** Under the line `mistakes_made = mistakes_made + 1` we will call the function. We want the turtle to take the same amount of steps as the player has made mistakes, so we call the function with `mistakes_made` as argument.
Expand Down Expand Up @@ -3948,7 +3948,7 @@ adventures:
In this level you can practise using the variables, so that you can make the rock, paper, scissors game in the next level!
### Exercise
Finish the code by filling in the **variable** on the blank.
This game is not very interactive, but no worries! In the next tab you'll learn how to use variables with the `{ask}` command to make your game interactive!
This game is not very interactive, but no worries! In the next adventure you'll learn how to use variables with the `{ask}` command to make your game interactive!
example_code: |-
```
choice {is} rock
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So we repeat `level` times, to print the `simon_sequence[i]`. Each time a color is shown, wait for 1 second and then clear the screen.
***Test your program*** Before you go to the next level, test if the functions are working by calling both of the functions. If they're working you should see a random color in your output screen.
Remove this testing part of your code, copy the code and continue to the next tab to learn more about the simon says game!
Remove this testing part of your code, copy the code and continue to the next adventure to learn more about the simon says game!
example_code: |
```
# Make 2 lists
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***Create a function that creates the player_sequence*** The list `player_sequence` is used to capture the answers of the player. First we define the function with the argument level.
Next, we ask level times what the color is that they choose. We call that variable `answer`. Then we add the variable `answer` to the list player_sequence.
***Setting up the game*** Before we program the game in the next tab, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False.
***Setting up the game*** Before we program the game in the next adventure, we'll need some starting variables. First, we'll set the variable `level` to 1 and the variable `game_over` to False.
Then we make an introduction for the game. We'll print 'Welcome to Simon Says!' and clear the screen after 1 second.
***Continue to the next tab to finish the game!**** Don't forget to copy your code and take it with you to the next tab.
***Continue to the next adventure to finish the game!**** Don't forget to copy your code and take it with you to the next adventure.
example_code: |
```
# Paste your code here
Expand All @@ -4232,10 +4232,10 @@ adventures:
levels:
16:
story_text: |
In this tab we'll program the game of Simon Says!
In this adventure we'll program the game of Simon Says!
### Exercise
***Paste your code*** Copy your code from the previous tab and paste it here.
***Paste your code*** Copy your code from the previous adventure and paste it here.
***Program the game*** We start by making sure the game goes on while the game isn't over. Then we print what level the player is on, we use the variable level for that. We only show that for 1 second and then we clear the screen again.
Now, we have to create the empty list player_sequence. We've already programmed how to fill the list, with our function `player_sequence`, but we never made the list itself. To create the list we use the same trick as we did in the previous tab.
Expand Down Expand Up @@ -4548,7 +4548,7 @@ adventures:
Run the code. Your output should look like this: <img src="https://github.com/hedyorg/hedy/assets/80678586/bcbd156e-4b48-4e82-84ae-f86d21b0cbcc" width="100">
</div>
***Continue in the next tab*** In the next tab you'll learn how to program the game itself.
***Continue in the next adventure*** In the next adventure you'll learn how to program the game itself.
example_code: |
```
# Create a list called field
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***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code.
You might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot.
That's not fair! Go to the next tab to learn how to fix this problem.
That's not fair! Go to the next adventure to learn how to fix this problem.
example_code: |
```
# Paste your code from the previous adventure here
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16:
story_text: |
You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot.
That's not fair! In this tab we'll fix that mistake.
That's not fair! In this adventure we'll fix that mistake.
### Exercise
***Paste your code here*** Paste your code from the previous adventure here.
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