New information always is posted on the top of each page - sometimes a day at a time, and sometimes a week! I will leave the older information underneath the newer so that you can always look back and find what we did (especially if you were absent).
Shadow Ridge Middle School Computer Science

Tynker 301

Mrs. Hulstrom

 

Computer Science Home

6th Grade Tech Ed

7th Grade Computer Science

8th Grade Computer Science A

Gmail     
Google Drive    
Google Classroom

Infinite Campus

Typing.com
(Join Class through Google Classroom)

Schoology

Code.org

Tynker Coding Website

Tynker Resource Page

Tynker Online Support Video Help

Quizlet | Quizlet LIVE

Everfi

Khan Academy

Social Media Tips

Netsmartz

Code HS
Karel the Dog class code: 1251

CSTA Standards

ISTE Standards

301 Shoot Projectiles (11) ***

Introduction

In this lesson, students will learn how to use repetition and screen edge detection to program projectiles while creating a project of a dragon shooting fireballs! Coding concepts from this lesson include: Repeat Until and Screen Edges.

New Code Blocks

  •  : Make the Actor repeat this loop until a true or false [boolean value] determines when the block should stop repeating the code inside it.
  •  : This is an addition operator that returns the sum of the two parameters.
  •  : This is a subtraction operator that returns the subtraction of the two parameters.
  •  : This is a comparison operator that returns true if the first value is less than the second value, and returns false otherwise.
  •  : This is a math operator that returns a random number between the two parameters.

Vocabulary

  • Projectile: An object that is thrown, hurled, or tossed.

Objectives

Students will...
  • Use code blocks to program Actors to detect screen boundaries and move to different screen locations
  • Use code blocks to solve a puzzle module
  • Create a game where a dragon shoots fireballs

Notes:

What is a Projectile?
  • Today’s coding adventure involves a dragon shooting fireball projectiles!
  • A projectile is an object that is thrown, hurled, or tossed.
  • Can you give examples of projectiles. (Example: A cannonball launching out of a cannon)

1. Concepts (Video)

  • Dan, the dragon rider, introduces two coding concepts:
    • Repeat Until- Dan explains how the given script will keep repeating until a condition is met.
    • Screen Edges- Students will interact with different scripts and observe how each script affects the Actor.
2. Add Projectiles (DIY)
  • In this DIY (do-it-yourself) project, students will follow step-by-step directions to program a dragon to breathe fireballs that fly forward.
  • Point out to students that if they put the operator values in the wrong order, then the program will not function as intended.
3. Program the Enemy (DIY)
  • In this DIY project, students will add to their game by adding an enemy plane to shoot fireballs at.
  • How to Play: Use arrow keys (web) or tilt the screen (mobile) to move the dragon. Use the spacebar (web) or tap the screen (mobile) to shoot fireballs.
  • Remind students that they need to put the operator values in the correct order. Otherwise, their program will not function as intended.
4. Shoot the Planes (Puzzle)
  • To solve this puzzle module, students will need to program a fireball to shoot from the dragon when the spacebar is pressed (web) or the screen is tapped (mobile). Students are provided a sample of what their end result should look like.
  • Give a hint: Ask students…
    • What should be the first code block in the sequence? (Answer: “when I receive game start”)
    • What do we need the “repeat until” loop to do? (Answer: We need to program the “repeat until” loop to move the dragon 10 steps and pause until the dragon’s x-position is greater than the right edge of the screen.)
5. Make New Enemies (DIY)
  • In this DIY project, students will add new enemies for their dragon to shoot fireballs at. Note: Students will need to draw their own enemy Actors or add enemy Actors from the Media Library.
  • Check that students are customizing the movement pattern of each enemy.
6. Quiz (Multiple-choice)

Conclusion

In this lesson we learned how to set and change global variables to create powerups and invincibility powerups.

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

 

***All lesson information is from https://www.tynker.com/

     
 
Shadow Ridge Middle School
12551 Holly Street
Thornton, Colorado 80241
720-972-5040