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8th Grade Computer Science A
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Karel the Dog class code: 1251
CSTA Standards
ISTE Standards
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In this lesson, students will use the Tynker Workshop to create their own programs! Additionally, students will learn to use Actors, costumes, and sounds to create an interactive scene.
New Code Blocks
- : Run code attached to this block when the Actor is selected. Note: This block is titled “When Actor Touched” for mobile version.
- : Play a sound effect or a short tune.
- : Keep repeating the blocks inside this loop forever.
- : Change the costume of the Actor.
- : Pause the program for a specific number of seconds.
Vocabulary
- Infinite loop: A loop that repeats forever and does not end until the program stops
- Stage: The background of the project where the Actors are placed
- Animation: Changing costumes (pictures) of an Actor many times to give the illusion of movement
Objectives
Students will...
- Create an interactive scene with Actors, animation, and sounds
Materials
- Computers, laptops, or mobile devices (1 per student) with student account access to Tynker.com
Warm-Up (15 minutes)
Lead a mini-discussion with your students:
- What is something you or someone you know struggled with in the previous lesson?
- True or false: When you are programming, there is only one correct answer. (False, when you are programming you should expect that there are several different ways for the computer to output the same result. We observed this in the previous lesson when some of us solved puzzles with the “repeat” block, while others solved the same puzzle without the “repeat” block--but both solutions resulted in the same output!)
- What is something you would like to create using Tynker?
Activities (45 minutes)
Facilitate as students complete all Tynker Workshop modules on their own:
1. Story (Video)
- This module includes captions that are not read aloud by the software. Optional: Read the text to your students or ask for a volunteer to read.
- To move through each screen of the story, tap (for mobile) or click (for web) anywhere on the Stage.
- Tell students that they’ll be able to defeat the evil Dr. Glitch by learning how to code in this lesson.
2. Ada’s Escape (Game)
- This module is a game where students need to blast the spaceships to help Ada make it safely back to Earth.
- Emphasize to your students that they’ll soon be able to create games like this by learning how to code in Tynker.
3. Introduction (Video)
- This module introduces what students can create (i.e., games, animations, stories) on Tynker. Note: This module includes captions that are not read aloud by the software.
- Emphasize to students that they can earn badges to make them more powerful as they complete lessons.
- Reinforce Ada’s message, which encourages students to pay attention to the helpful tips they receive along the way from Tynker Academy.
4. Concepts (Video)
- This module introduces three coding concepts:
- Actors- Every object and character, even the Stage, is an Actor.
- Costumes- A costume means any picture of an Actor, not just the clothes the Actor is wearing.
- Code Blocks- Every Actor can have its own set of code blocks, including the Stage. Tell students that code blocks are used to program the Actors.
5. Building the Lab Example (Video)
- This module is an example of an interactive laboratory scene, which students will create their own version of in the next module.
- Tell students to tap (for mobile) or click (for web) the red button to move on to the next module.
6. Build the Lab (DIY)
- This module guides students through the process of creating a project similar to the one they viewed in the previous module.
- Tell students to follow the step-by-step directions to make the generator flicker endlessly and make Codey giggle when he is clicked or tapped.
- Check that students are reading the instructions and connecting the code blocks properly.
- Are students struggling? Tell them to check their work against the “Your code should look like this” sections.
7. Forever Giggling Example (Example)
- This module is an example of a modified lab scene, which students will create their own version of in the next module.
- Tell students to tap (for mobile) or click (for web) the generator. What happens?
8. Forever Giggling (DIY)
- This module will give your students the opportunity to create an alternate version of the previous DIY project. In this version, the code for the generator and Codey have been switched. The generator should flash when clicked or tapped, and Codey will giggle every few seconds.
- Encourage students to follow all the instructions on a page before they move on to the next page.
9. Click to Eat (Puzzle)
- In this puzzle module, students will need to program Codey to eat by changing his costume (picture) each time he is clicked or tapped.
- Tell students to program Codey, press Play, and then click or tap Codey until the completion message appears.
10. Create a Scene Example (Example)
- In this module, students will view a project that plays chimes whenever the Egyptian Actor is clicked or tapped.
11. Your First Project (DIY)
- This module guides students through the process of creating a project similar to the one they viewed in the previous module.
- Tell students to follow the step-by-step directions to learn how to add a scene, add an Actor, and create sounds.
- If students finish early, ask them to try the “Bonus” activity, which encourages students to add more Actors with different sound effects!
12. Quiz (Multiple-Choice)
U.S. Standards
- K-12 CTSA Computer Science Standards (Revised 2017)
Computer Science Teachers Association:
- 1B-AP-10
- 1B-AP-11
- 1B-AP-12
- 1B-AP-15
- 2-AP-12
- 2-AP-13
- 2-AP-15
- 2-AP-16
- 2-AP-17
CCSS-Math: MP.1
- CCSS-ELA: RF.5.4.A, 6-8.RST.3, 6-8.RST.4, 6-8.RST.7
- CS CA: 3-5.AP.10, 3-5.AP.12, 3-5.AP.13, 3-5.AP.14, 3-5.AP.17, 6-8.AP.12, 6-8.AP.13, 6-8.AP.16, 6-8.AP.17
- ISTE: 1.c, 1.d, 4.d, 5.c, 5.d, 6.b
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