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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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Message Driven Programming (14)
Introduction
In this lesson, students will program Actors to perform different animations based on the type of message they receive!
Students will...
- Use code blocks to program Actors to do different animations based on the messages they receive.
NOTES:
- What has been your favorite project so far?
- Which activity did you find most challenging?
- How would you describe “coding” to a random student who doesn’t know what it means?
- Do you have a favorite code block? What is it and why is it your favorite?
Lessons:
1. Introduction (Video)
- Students will view a short video that describes how using the “switch to costume” block with the “repeat” block can make an Actor have different animations.
2. BeatBot Dance Example (Example)
- Students will view an example of a project where the BeatBot throws a punch when the “punch” button is pressed.
3. BeatBot Dance (DIY)
- In this DIY (do-it-yourself) project, students will follow step-by-step directions to learn how to program the BeatBot to punch when a button Actor is pressed. Activities include programming the button Actor, adding music and sound, and animating the BeatBot.
- In past modules, students focused on just sending messages, but this module also requires students to code the response as well!
- Did students finish early? Direct their attention to the bonus section in “Step 6/6” of the tutorial which encourages students to add another button Actor that makes the BeatBot run! Note that students are provided the necessary code blocks in this bonus activity.
4. Dance Moves (Puzzle)
- To solve this puzzle module, students will need to make the BeatBot perform three different dances!
- Optional: Explain the code attached to the “when I receive jump” block. Tell students that when the message ‘jump’ is received, the BeatBot switches to the next costume in the jump costume series. This is repeated 7 times, and then the costume is switch to ‘stand’ and the BeatBot stands still.
5. Add Tempo Example (Example)
- In this DIY project, students will program a drum beat that speed up and slows down based on the user’s input!
- Emphasize to students that they will change the tempo of the beat using messaging.
- Did students finish early? Direct their attention to the bonus section in “Step 6/6” of the tutorial, which encourages students to program a complex beat in the background.
6. BeatBot Dance (DIY)
- Students will view a project where pressing buttons changes the tempo!
7. Quiz (Multiple Choice)
U.S. Standards
- CCSS-Math: MP.1
- CCSS-ELA: RF.5.4.A, 6-8.RST.3, 6-8.RST.4, 6-8.RST.7
- CSTA: IB-AP-11, 1B-AP-12, 1B-AP-15, 2-AP-13, 2-AP-16, 2-AP-17
- CS CA: 3-5.AP.10, 3-5.AP.13, 3-5.AP.14, 3-5.AP.17, 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
U.K. Standards
National Curriculum of England (Computing)
Key Stage 2:
- Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts
- Use sequence, selection, and repetition in programs; work with variables and various forms of input and output
- Use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs
Key Stage 3:
- Design, use, and evaluate computational abstractions that model the state and behaviour of real-world problems and physical systems
- Understand several key algorithms that reflect computational thinking (for example, ones for sorting and searching); use logical reasoning to compare the utility of alternative algorithms for the same problem
- Use two or more programming languages, at least one of which is textual, to solve a variety of computational problems; make appropriate use of data structures (for example, lists, tables, or arrays); design and develop modular programs that use procedures or functions
- Understand simple Boolean logic (for example, AND, OR, and NOT) and some of its uses in circuits and programming; understand how numbers can be represented in binary, and be able to carry out simple operations on binary numbers (for example, binary addition, and conversion between binary and decimal)
- Understand how instructions are stored and executed within a computer system; understand how data of various types (including text, sounds, and pictures) can be represented and manipulated digitally, in the form of binary digits
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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