I've had to build screen capture capabilities into a number of projects over 
the last few years and generally have a lot of fun doing it. Perhaps not the 
easiest task to begin with but broken down into a series of lessons should be 
doable. A simple tool could allow the user to drag out a selection area (using 
import snapshot) and then place the image in its own (resized) window. Once 
there let the user doodle on it (using a freehand draw graphic) and save the 
result to an image file. For extra complexity add in the ability to change 
colours and pen sizes.

Terry...

On 12/08/2011, at 08:01 AM, Judy Perry wrote:

> I have a vague notion of a hands-on assignment for my classes next term 
> involving having them use the 30-day demo and making something 
> semi-interesting (to them) in LC.
> 
> Apparently I did a really sucky job of articulating this to the first person 
> I asked, so, here I try, try again, this time including my necessary caveats 
> and reasons why:
> 
> If you had a month, meaning, 4 long sessions or 8 shorter sessions, to get an 
> absolute Joe Public to make something small but semi-interesting in LC, i.e., 
> something they couldn't do in PowerPoint, what are the top 5 things you'd 
> want them to learn about programming?
> 
> I mean, I'm guessing it's something like IDE, Stack-Card metaphor, commands, 
> functions, conditionals, variables...  but I'm looking for those categories 
> along with some specific examples per my caveats below.
> 
> CAVEATS:
> 
> 1.  This is a General Education class meaning students either have to take 
> this "Computers and Society" course or some biology course involving 
> dissection.  This means they don't particularly want to take this class but 
> it strikes them as less gross than dissecting worms or heaven know what.  
> But, seriously:  nobody really wants to be there.
> 
> 2.  #1 above means that student engagement is a MUST.  The point of the 
> assignment is NOT to make them hate using computers.  #1 also means that some 
> of them barely know how to do attachments with email.  It also means that 
> some of them are downright computer-phobic.
> 
> 3.  No "Hello World."  Sorry, but "Hello World" is a distinct historical and 
> cultural artifact to which this audience simply will not relate.  One of the 
> rules of interactive system design is that using a computer to do something 
> should always offer some seriously compelling reason to do it that way as 
> opposed to the way they know, and writing three lines of script to put "Hello 
> World" into a text field isn't likely to sound more compelling that simply 
> typing it in the field themselves.  The point of the assignment is NOT to 
> turn them into programmers but to help them appreciate some of the things 
> that go into the applications they use everyday and some of the things those 
> programmers have to contend with/know.
> 
> 4.  Each step or lesson along the way needs to result in something that is 
> engaging to the learner.  Current adult learning theory is that adults need, 
> yupp, instant gratification, or at least be able to see that they are getting 
> somewhere.
> 
> 5.  No standalone production (I don't want to have to guess at what they 
> didn't do correctly).  We may do revlets though.
> 
> Ideas, suggestions gratefully accepted; otherwise, I'll just wing it like I 
> usually do.  ;-)
> 
> Judy
> 
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