Scoring Scripts Updated

Scripting & Scoring

Note: Scripting templates are available for download in the 'Forms' section of this site. Sample scripts for both CLASS and ELLCO/Quality Indicators are available at the bottom of this page.

“Scripting” refers to maintaining arunning narrative of all evidence observed during a CLASS/ELLCO/QI observationsession:

The score is calculated once per day (around 1:00 AM PST). If you make a change to a measured action, the score will automatically update the next day. It takes up to 48 hours for a change to be reflected in your score. I don't see any way of manual update. This tutorial explains how to add collectables and scoring to a 2D game in Unity. We will use the LevelManager script and CoinScript script from previous tutorials to improve the existing coin counting system, and we will also add more coins with different values. In the next tutorial, we will add a UI to display the number of coins on screen.

1.Document start and stop times for eachobservation.

Painless scripts are parsed and compiled using the ANTLR4 and ASM libraries. Painless scripts are compiled directly into Java byte code and executed against a standard Java Virtual Machine. This specification uses ANTLR4 grammar notation to describe the allowed syntax. However, the actual Painless grammar is more compact than that shown here.

2.Use consistent codes for adults inclassroom –

a.Lead(s) – T (T1 and T2 for co-teachingteams)

b.Fellow or Resident – TF or TR

c.Teacher’s Assistant – TA

d.Other Adult – A1, A2

e.Students – S1, S2 (but write out nameswhen quoting teachers or students.

i.S1tells T “Jordan took my block!”

ii.Tresponds “Did you ask Jordan to return it to you, Caleb?'

3.Write information regarding:

a.Type of activity - Whole group or smallgroup or free choice

b.Leadership – Teacher led, student led, orindependent

c.Component(s) – Each component observed, ifknown (e.g., centers, morning meeting, story, etc.)

i.Ifobserving during Story, write title of book (helps orient to types of questionsand responses when reviewing at later date)

ii.Ifobserving during Centers, document where students and teachers are located andnumber of students in each center (will help think about experience of averagechild related to teacher

d.Transitions - If transitions occur,document time of transition (later this will help you remember how much weightto give the various activities).

i.JournalWriting – 10:00-10:03


ii.Transitionto Carpet – 10:03-10:05

iii.SWPL– 10:05-10:17


Scoring Scripts Updated Free

iv.Transitionto Bathroom – 10:17 -10:20

B.After observing the classroom, theobserver should refer back to his/her scripting in order to categorize andquantify evidence in order to arrive at an individual score.

C.All scripting and scores should be recorded into forms and shared via Google Docs with Jon Host ([email protected]) by close-of-business of the day of the observation.

Apr 30th, 2017

Scoring Scripts Updated App

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  1. if score.Value>=25*(level.Value)+100and level.Value < maxlevel then
  2. score.Value = score.Value -(25*(level.Value)+100)
  3. end
  4. if player.Character~=nilthen
  5. local fireworks ='Part')
  6. fireworks.formFactor ='Symmetric'
  7. fireworks.BrickColor = BrickColor.Random()
  8. fireworks.CFrame = player.Character.Head.CFrame +,2,0)
  9. game:GetService('Debris'):AddItem(fireworks,2)
  10. fireworks.Velocity =,30),math.random(-30,30),math.random(-30,30))
  11. end
  12. m.Parent = game.Workspace
  13. wait(5)
  14. end
  15. function onHumanoidDied(humanoid, player)
  16. local stats = player:findFirstChild('leaderstats')
  17. local deaths = stats:findFirstChild('Dies')
  18. -- do short dance to try and find the killer
  19. local killer = getKillerOfHumanoidIfStillInGame(humanoid)
  20. handleKillCount(humanoid, player)
  21. end
  22. function onPlayerRespawn(property, player)
  23. if property 'Character'and player.Character ~=nilthen
  24. local p = player
  25. humanoid.Died:connect(function() onHumanoidDied(h, p)end)
  26. end
  27. function getKillerOfHumanoidIfStillInGame(humanoid)
  28. -- returns the player object that killed this humanoid
  29. -- returns nil if the killer is no longer in the game
  30. -- check for kill tag on humanoid - may be more than one - todo: deal with this
  31. if tag ~=nilthen
  32. local killer = tag.Value
  33. return killer
  34. end
  35. returnnil
  36. local killer = getKillerOfHumanoidIfStillInGame(humanoid)
  37. local stats = killer:findFirstChild('leaderstats')
  38. local kills = stats:findFirstChild('Kills')
  39. local level = stats:findFirstChild('Rank')
  40. score.Value = score.Value +250*
  41. kills.Value = kills.Value -1
  42. end
  43. end
  44. function plr(newPlayer)
  45. stats.Name ='leaderstats'
  46. local kills ='IntValue')
  47. kills.Value =0
  48. local deaths ='IntValue')
  49. deaths.Value =0
  50. local score ='IntValue')
  51. score.Value =0
  52. local rank ='IntValue')
  53. rank.Value =1
  54. local fill ='IntValue')
  55. fill.Value =0
  56. rank.Parent = stats
  57. kills.Parent = stats
  58. fill.Parent = stats
  59. newPlayer.leaderstats.Rank.Value = maxlevel
  60. score.Changed:connect(function() onXPChanged(newPlayer, score, rank)end)
  61. rank.Changed:connect(function() onLevelUp(newPlayer, score, rank)end)
  62. whiletruedo
  63. wait(5)
  64. humanoid.Died:connect(function() onHumanoidDied(humanoid, newPlayer)end)
  65. -- start to listen for new humanoid
  66. newPlayer.Changed:connect(function(property) onPlayerRespawn(property, newPlayer)end)
  67. for _,v inpairs(game.Players:GetPlayers())do
  68. end
  69. game.Players.ChildAdded:connect(plr)

Scoring Scripts Updated Apps