1) Run trainer by flag. 2) Click by scene. 3) Think of direction for arrow, then enter the angle of rotation. 4) Check result: Is it same direction that you thought about. 5) Think about your success or failure. Why it goes so? Trainer helps children to learn: Essence of «rotation angle»; Difference between degrees in range from 0° to 360° by examples; Difference between movement be «clockwise» and «counterclockwise»; How to visualy define angles of rotation in Scratch. IMPORTANT. There are base directions in Scratch: 0° – up (North) 90° – right (East) 180° – down (South) 270° – left (West) This direction specified in trainer, but clockwise rotation from last state of "Arrow" sprite is used. ATTENTION. The only clockwise rotation used within trainer. Negative values can be used for counterclockwise rotation.
Thanks to EPAM Systems for organizing a volunteer project #EPAM e-kids. Thanks to all the volunteers who participated in the development of the course "Intermediate Level Programming with Scratch".