Students learn how to create functions to organize their code, make it …
Students learn how to create functions to organize their code, make it more readable, and remove repeated blocks of code. An unplugged warmup explores how directions at different levels of detail can be useful depending on context. Students learn that higher level or more abstract steps make it easier to understand and reason about steps. Afterwards students learn to create functions in Game Lab. They will use functions to remove long blocks of code from their draw loop and to replace repeated pieces of code with a single function. At the end of the lesson students use these skills to organize and add functionality to the final version of their side scroller game.
In this lesson, students are introduced to boolean values and logic, as …
In this lesson, students are introduced to boolean values and logic, as well as conditional statements. The class starts by playing a simple game of Stand Up, Sit Down in which the boolean (true/false) statements describe personal properties (hair or eye color, clothing type, age, etc). This gets students thinking about how they can frame a property with multiple potential values (such as age) with a binary question.
From there students are provided a group of objects with similar, yet varying, physical properties. With a partner they group those objects based on increasingly complex boolean statements, including compound booleans with AND and OR.
Finally we reveal Conditionals as a tool to make decisions or impact the flow of a program using boolean statements as input.
Students are asked to consider the "problems" of boredom and self expression, …
Students are asked to consider the "problems" of boredom and self expression, and to reflect on how they approach those problems in their own lives. From there, students will explore how Computer Science in general, and programming specifically, plays a role in either a specific form of entertainment or as a vehicle for self expression.
In this multi-day lesson, students use the problem solving process from Unit …
In this multi-day lesson, students use the problem solving process from Unit 1 to create a platform jumper game. They start by looking at an example of a platform jumper, then define what their games will look like. Next, they use a structured process to plan the backgrounds, variables, sprites, and functions they will need to implement their game. After writing the code for the game, students will reflect on how the game could be improved, and implement those changes.
Students will plan and build their own game using the project guide …
Students will plan and build their own game using the project guide from the previous two lessons to guide their project. Working individually or in pairs, students will first decide on the type of game they'd like to build, taking as inspiration a set of sample games. They will then complete a blank project guide where they will describe the game's behavior and scope out the variables, sprites, and functions they'll need to build. In Code Studio, a series of levels prompts them on a general sequence they can use to implement this plan. Partway through the process, students will share their projects for peer review and will incorporate feedback as they finish their game. At the end of the lesson, students will share their completed games with their classmates. This project will span multiple classes and can easily take anywhere from 3-5 class periods.
Students explore the challenges of communicating how to draw with shapes and …
Students explore the challenges of communicating how to draw with shapes and use a tool that introduces how this problem is approached in Game Lab. The warm up activity quickly demonstrates the challenges of communicating position without some shared reference point. In the main activity students explore a Game Lab tool that allows students to interactively place shapes on Game Lab's 400 by 400 grid. They then take turns instructing a partner how to draw a hidden image using this tool, accounting for many challenges students will encounter when programming in Game Lab. Students optionally create their own image to communicate before a debrief discussion.
This lesson introduces students to the process they will use to design …
This lesson introduces students to the process they will use to design games for the remainder of the unit. This process is centered around a project guide which asks students to define their sprites, variables, and functions before they begin programming their game. In this lesson students begin by playing a game on Game Lab where the code is hidden. They discuss what they think the sprites, variables, and functions would need to be to make the game. They are then given a completed project guide which shows one way to implement the game. Students are then walked through this process through a series of levels. As part of this lesson students also briefly learn to use multi-frame animations in Game Lab. At the end of the lesson students have an opportunity to make improvements to the game to make it their own.
Students are introduced to Game Lab, the programming environment for this unit, …
Students are introduced to Game Lab, the programming environment for this unit, and begin to use it to position shapes on the screen. They learn the basics of sequencing and debugging, as well as a few simple commands. At the end of the lesson, students will be able to program images like the ones they made with the drawing tool in the previous lesson.
In this lesson students continue to develop their familiarity with Game Lab …
In this lesson students continue to develop their familiarity with Game Lab by manipulating the width and height of the shapes they use to draw. The lesson kicks off with a discussion that connects expanded block functionality (e.g. different sized shapes) with the need for more block inputs, or "parameters". Students learn to draw with versions of `ellipse()` and `rect()` that include width and height parameters. They also learn to use the `background()` block. At the end of the progression students are introduced to the `randomNumber()` block. Combining all of these skills students will draw a randomized rainbow snake at the end of the lesson.
In this lesson students learn how to use variables to label a …
In this lesson students learn how to use variables to label a number in their program or save a randomly generated value. Students begin the lesson with a very basic description of the purpose of a variable. Students then complete a level progression that reinforces the model of a variable as a way to label or name a number. Students use variables to save a random number to see that variables actually store or save their values, allowing them to use the same random number multiple times in their programs.
In order to create more interesting and detailed images, students are introduced …
In order to create more interesting and detailed images, students are introduced to the sprite object. Every sprite can be assigned an image to show, and sprites also keep track of multiple values about themselves, which will prove useful down the road when making animations.
In this lesson students are introduced to the draw loop, one of …
In this lesson students are introduced to the draw loop, one of the core programming paradigms in Game Lab. To begin the lesson students look at some physical flipbooks to see that having many frames with different images creates the impression of motion. Students then watch a video explaining how the draw loop in Game Lab helps to create this same impression in their programs. Students combine the draw loop with random numbers to manipulate some simple animations with dots and then with sprites. At the end of the lesson students use what they learned to update their sprite scene from the previous lesson.
Students explore the underlying behavior of variables through an unplugged activity. Using …
Students explore the underlying behavior of variables through an unplugged activity. Using notecards and string to simulate variables within a program, students implement a few short programs. Once comfortable with this syntax, students use the same process with sprite properties, tracking a sprite's progress across the screen.
By combining the Draw Loop and the Counter Pattern, students write programs …
By combining the Draw Loop and the Counter Pattern, students write programs that move sprites across the screen, as well as animate other sprite properties.
In this lesson students will use the buzzer to its full extent …
In this lesson students will use the buzzer to its full extent by producing sounds, notes, and songs with the buzzer. Students start with a short review of the buzzer's frequency and duration parameters, then move on to the concept of notes. Notes allow students to constrain themselves to frequencies that are used in Western music and provide a layer of abstraction that helps them to understand which frequencies might sound good together. Once students are able to play notes on the buzzer, they use arrays to hold and play sequences of notes, forming simple songs.
Using a _for loop_ to iterate over all of the elements in …
Using a _for loop_ to iterate over all of the elements in an array is a really useful construct in most programming languages. In this lesson, students learn the basics of how a _for loop_ can be used to repeat code, and then combine it with what they've already learned about arrays to write programs that process all elements in an array. Students use for loops to go through each element in a list one at a time without having to write code for each element. Towards the end of the lesson students will apply this with the `colorLed` list on the board to create an app that changes all of the LEDs each time a button is clicked.
In this lesson, students will explore the accelerometer and its capabilities. They’ll …
In this lesson, students will explore the accelerometer and its capabilities. They’ll become familiar with its events and properties, as well as create multiple programs utilizing the accelerometer similar to those they’ve likely come across in real world applications.
The lesson starts with a quick review of parameters, in the context …
The lesson starts with a quick review of parameters, in the context of App Lab blocks that they students have seen recently. Students then look at examples of parameters within user-created functions in App Lab and create and call functions with parameters for themselves, using them to control multiple elements on a screen. Afterwards, students use for loops to iterate over an array, passing each element into a function. Last, students use what they have learned to create a star catching game.
In preparation for this chapter's final project, students will learn how to …
In preparation for this chapter's final project, students will learn how to develop a prototype of a physical object that includes a Circuit Playground. Using a modelled project planning guide, students will learn how to wire a couple of simple circuits and to build prototypes that can communicate the intended design of a product, using cheap and easily found materials such as cardboard and duct tape.
In this final project for the course, students team to develop and …
In this final project for the course, students team to develop and test a prototype for an innovative computing device based on the Circuit Playground. Using the inputs and outputs available on the board, groups will create programs that allow for interesting and unique user interactions.
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