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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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Time Limits (13)
Introduction
In this lesson, students will create arcade games that include a time limit!
New Code Blocks
- : Terminate all scripts in the project.
- : Send a message to an Actor, with the specified parameters.
- : Set the Actor’s size to the specified value.
Objectives
Students will...
- Use code blocks to set a time limit for a game
- Create an arcade game
Notes:
- Raise your hand if you’ve played an arcade-style game like Tetris or Flappy Bird. Keep you hand raised if the game you’re thinking of included a time limit.
- What is the purpose of including time limits in games?
- If you created an arcade game, what would the game be about? What’s the goal? What would you include to make the game challenging? Would you include a time limit? Why or why not?
1. Time Limits Example (Example)
- Students will view a project of a game with a time limit, which they’ll create their own version of in the next module!
- Check that students are clicking (web) or tapping (mobile) the spaceship to launch a laser at the alien before time’s up!
2. Time Limits (DIY)
- In this DIY (do-it-yourself) module, students will program a game with a custom timer! Activities include programming the Stage to count down and stopping all scripts in the program.
- Note that the timer can be altered both by changing the number inside the “repeat” block and changing the number in the “wait” block.
- Emphasize to students that the phrase “Game Over” can be replaced with something like “You have survived for 10 seconds!”
- Did students finish early? Encourage them to modify the Stage so it says how many seconds are left on the timer.
3. Lead the Way (Puzzle)
- To solve this puzzle module, students will need to rearrange the broadcast blocks in the correct order.
- Are students struggling? Ask them to try broadcasting the messages in a different sequence.
4. Make Your Own Arcade Example (Example)
- Students will view a digital version of a classic arcade cabinet with button controls! Ask students to click (web) or tap (mobile) the buttons on the Stage to see how it affects the cowboy.
5. Make Your Own Arcade (DIY)
- Students will answer 5 multiple choice questions to review concepts covered in this lesson.
Extended Activities (10 minutes)
Discuss the following with students:
- Who can remember one example where we programmed Actors to respond to one another through broadcasting and receiving messages? (programed buttons to make the BeatBot play sounds)
- How else can we use broadcasting and receiving messages in a scene? (e.g., create a race game in which an Actor is programmed to say “On your mark. Get set. Go!” and the other Actors respond by starting to move across the screen.
- True or false: The “broadcast” code block sends a message to all of the Actors in a project. (True)
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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