shapes,
Code.org Unit 3 Game Lab
Plotting Points: Unit 3, Lesson 2
Activator: Drawing Activity.
Getting around the Code.org website
Mini Lesson:
Explain Plotting Shapes Activity
Student Engagement
1. Go to Code.org (Link is in Google Classroom)
2. sign in
3. Continue with Google
4. Open Plotting Shapes: Unit 3, Lesson 2, Part 1
5. Choose a partner
6. One of you should open Drawing Shapes A, the other Drawing Shapes B
7. With your partner, take turns as describer and drawer.
Wrap-up
How did you turn the grid off and on?
How would you create a green circle?
__________
Drawing in Game Lab: Unit 3 Lesson 3
Objectives: Students will be able to:
Activator
Where does the Rectangle go? The Ellipse?
Mini Lesson
Student Engagement
Wrap-up
Open the Code.org Notes Google Doc, in Google Classroom.
Edit the notes if you like. I filled in today's notes for you. ________
Lesson 4: Shapes and Randomization
Objectives: Students will be able to:
Activator
Push Yourself Video
Problem Solving, Persistence, Creativity, Collaboration, Communication
Mini Lesson
Shapes of Different Sizes (as a class, then on your own)
Student Engagement
Wrap-up
Add new code to your notes: background, and random number
(Feel free to add vocab too, if you like)
__________
Lesson 5 Variables
Objective:
To learn how to use variables in Game Lab
To read the instructions well
To take really good notes
Activator Variables Video
Mini Lesson
Tips for naming variables. What's the difference?:
Student Engagement
Wrap-up
Lesson 6: Sprites
Objectives: Students will be able to:
Activator
List all of the ways that you can change how shapes are drawn so far.
Mini Lesson
2 Videos (2 and 7)
Student Engagement
Work in Code.org
sign in, continue with Google
work on Lesson 6, Sprites
Wrap-up
Check-in
_________
Finish Up Day
Objectives
To make a scene with sprites, text, and shapes
To finish up previous lessons that are unfinished.
Activator: Check-in
Mini Lesson
Creating a scene (Lesson 6 Sprites - Part 16)
Dashboard to see what is missing.
Student Engagement
Wrap-up
Share your scenes! (Display your scenes on your computers)
_____
Lesson 7 The Draw Loop
Objectives
Use the draw loop to create simple animations
Activator
Flip Book Video
How does the flip book work?
How does it trick out eyes into thinking something is moving?
Mini Lesson
Draw Loop Video
One loop or two?
Student Engagement
Wrap-up
What are some common errors or mistakes we should look out for as we keep programming with the draw loop?
______
Lesson 7: The Draw Loop Continued
Objective To grok the draw loop.
Activator Grokking
Mini Lesson
Part 4 The draw loop with shapes, and with sprites.
Part 8: Sprite Properties
Part 12: Your own Scene
ctrl z - for undo
lasso for selecting code to drag, or copy and paste
Student Engagement
Wrap-up
Share your scenes with the class.
_____
Lesson 8: The Counter Pattern Unplugged
Objectives: Students will be able to:
Activator
What are some ways you can get sprites to move?
Mini Lesson
Slides Presentation
Practice Programs 1 and 2, and 5
Student Engagement
Wrap-up
What is... smiley.x
What is... frowny.y
Answer Key
_____________
Lesson 9 Sprite Movement
Objectives: Students will be able to:
Activator
How did smiley the sprite move around in yesterday's unplugged activity?
Mini Lesson
Student Engagement
Go to Code.org and sign in (continue with Google)
Work on Lesson 9: Sprite Movement (parts 3-15)
Make sure to use all code.org resources (look over diamond 8 and 13)
Wrap-up
Submit your work
_____
Lesson 9 Day 2
Objective
To use the counter pattern to change sprite properties
Activator
Posters
Why are some sprite properties updated before the draw loop, and some after?
Mini Lesson
Check-in/Questions
Student Engagement
Lesson 9: Sprite Movement
Finish any unfinished parts of previous lessons
Wrap-up
Submit your work
Reference Guide for Unit 3
____________
Lesson 10: Booleans Unplugged
Objectives: Students will be able to:
Activator
Mini Lesson
1. Real life Boolean examples: the light is on or off, ...
2. Sorting with Booleans Activity
3. Conditionals Activity ( If _______ is true, then do _________)
Student Engagement
Pair up to finish Lesson 9-15. (previous lesson)
Wrap-up
Submit Lesson 9-15
________
Lesson 11 Booleans and Conditionals
Objective
Use conditionals to react to changes in variables and sprite properties
Activator
Mini Lesson
Two Videos (3 and 9)
Student Engagement
Complete Lesson 11: Booleans and Conditionals
Wrap-up
What was tricky about today's work? What did you try in order to solve it?
_______
Lesson 12 Keyboard Input
Objectives: Students will be able to:
Activator
Games use Boolean expressions a lot. Can you think of some examples? (Hint: If something is true then ___happens)
Mini Lesson
Boolean Video
Make sure to read the instructions
Click on the Tips and Hints Tab for help
Student Engagement
Go to Code.org
Work on Lesson 12: Keyboard Input
Wrap-up
What are some scenarios in games or programs you use regularly that might be triggered by conditionals.
_____________
Lesson 13: If ... Else Statements
Objective
To learn how to use If...Else statement
Activator
Mini Lesson
Student Engagement
Work on Lesson 13: IF...Else statements
Help out your partner
Wrap up
Check-in
_______
Lesson 14 Interactive Card Project
Objective
To use everything you have learned about Javascript and create an interactive card.
Activator
Part 2: Look at Sample Project and Discuss
Note: We will share these with the class (you can send them to people's phones too!)
Mini Lesson
Hand out Project Guide for the Interactive Card
Discuss the Guide and Rubric
Student Engagement
Go to Code.org Lesson 14
Spend time looking at the three examples on Code.org in part 3
Work on the "Project Guide for the Interactive Card" on paper
Show Project Guide to Ms. Collins for feedback when you are done
Once Project Guide is approved, you may begin work on the computer.
Wrap-up
Put projects in bin
_______
Peer Review
__________
Share and Self Reflection
___________
Code.org Unit 3 Game Lab
Plotting Points: Unit 3, Lesson 2
Activator: Drawing Activity.
Getting around the Code.org website
Mini Lesson:
Explain Plotting Shapes Activity
- There is a link in Google Classroom to Code.org
- At the Code.org site, sign in, and click "Continue with Google"
- We will work on Unit 3, Lesson 2
Student Engagement
1. Go to Code.org (Link is in Google Classroom)
2. sign in
3. Continue with Google
4. Open Plotting Shapes: Unit 3, Lesson 2, Part 1
5. Choose a partner
6. One of you should open Drawing Shapes A, the other Drawing Shapes B
7. With your partner, take turns as describer and drawer.
Wrap-up
How did you turn the grid off and on?
How would you create a green circle?
__________
Drawing in Game Lab: Unit 3 Lesson 3
Objectives: Students will be able to:
- Use a coordinate system to place elements on the screen.
- Sequence code correctly to overlay shapes.
Activator
Where does the Rectangle go? The Ellipse?
Mini Lesson
- Code.org quick tour
- We will do parts 1-5 of the lesson together (including the 2 videos)
Student Engagement
- Login to Code.org
- Click signin
- Choose "Continue with Google"
- Lesson 3: Drawing in Game Lab
- Work on Parts 6-9
Wrap-up
Open the Code.org Notes Google Doc, in Google Classroom.
Edit the notes if you like. I filled in today's notes for you. ________
Lesson 4: Shapes and Randomization
Objectives: Students will be able to:
- Use drawing commands with multiple parameters (x and y locations, width and height)
- Use random numbers in a program
Activator
Push Yourself Video
Problem Solving, Persistence, Creativity, Collaboration, Communication
Mini Lesson
Shapes of Different Sizes (as a class, then on your own)
Student Engagement
- Go to Code.org
- Sign in and Continue with Google
- Open Lesson 4: Shapes and Randomization
- Complete the lesson
Wrap-up
Add new code to your notes: background, and random number
(Feel free to add vocab too, if you like)
__________
Lesson 5 Variables
Objective:
To learn how to use variables in Game Lab
To read the instructions well
To take really good notes
Activator Variables Video
Mini Lesson
Tips for naming variables. What's the difference?:
- Score vs. score
- petal vs petals
- size of Circle vs. sizeofCircle
- 1stCircle vs firstCircle
Student Engagement
- Work on code.org Lesson 5 Variables
- Use the "help and tips" tab as needed
- Collaborate (help each other figure it out)
Wrap-up
- Make sure to put the new code you learned into the notes (This will help you!!!!)
- In your notes, explain what the code does, in a way that makes sense to you.
- (See Ms. C's Example)
- This lesson is important for all your future work.
Lesson 6: Sprites
Objectives: Students will be able to:
- Create and use a sprite
- Use dot notation to update a sprite's properties
Activator
List all of the ways that you can change how shapes are drawn so far.
Mini Lesson
2 Videos (2 and 7)
Student Engagement
Work in Code.org
sign in, continue with Google
work on Lesson 6, Sprites
Wrap-up
Check-in
_________
Finish Up Day
Objectives
To make a scene with sprites, text, and shapes
To finish up previous lessons that are unfinished.
Activator: Check-in
Mini Lesson
Creating a scene (Lesson 6 Sprites - Part 16)
Dashboard to see what is missing.
Student Engagement
- Finish up anything you missed in all previous lessons.
- I'll be checking purple lessons as well as overall completeness.
- Make sure you finish the final part of Lesson 6 (Your project will be used in the next lesson.)
- If you finish, and get the okay from me, you can do the Minecraft Lesson for fun.
Wrap-up
Share your scenes! (Display your scenes on your computers)
_____
Lesson 7 The Draw Loop
Objectives
Use the draw loop to create simple animations
Activator
Flip Book Video
How does the flip book work?
How does it trick out eyes into thinking something is moving?
Mini Lesson
Draw Loop Video
One loop or two?
Student Engagement
- Code.org
- Sign in, continue with Google
- Work on Lesson 7: The Draw Loop
- Part 4 and 8 have helpful information you can refer to.
Wrap-up
What are some common errors or mistakes we should look out for as we keep programming with the draw loop?
______
Lesson 7: The Draw Loop Continued
Objective To grok the draw loop.
Activator Grokking
Mini Lesson
Part 4 The draw loop with shapes, and with sprites.
Part 8: Sprite Properties
Part 12: Your own Scene
ctrl z - for undo
lasso for selecting code to drag, or copy and paste
Student Engagement
- What should be before your draw loop?
- What should be inside your draw loop?
- Work on Lesson 7, part 12. Make it good!
- Have two lines of text, some shapes, two or more sprites.
- Have code that updates your sprites (Makes them move in some way)
Wrap-up
Share your scenes with the class.
_____
Lesson 8: The Counter Pattern Unplugged
Objectives: Students will be able to:
- Understand how updating a sprite's x or y value effects sprite movement on the screen.
- Use pseudocode to understand how to update variable properties in Javascript.
Activator
What are some ways you can get sprites to move?
Mini Lesson
Slides Presentation
Practice Programs 1 and 2, and 5
Student Engagement
- Work on Programs 1 -7 with a partner.
Wrap-up
What is... smiley.x
What is... frowny.y
Answer Key
_____________
Lesson 9 Sprite Movement
Objectives: Students will be able to:
- Use the counter pattern to change sprite properties
- Identify which sprite properties need to change to achieve a specific movement
Activator
How did smiley the sprite move around in yesterday's unplugged activity?
Mini Lesson
- What is inside the draw loop?
- What is before the draw loop?
- How many times do we use "var =" ?
Student Engagement
Go to Code.org and sign in (continue with Google)
Work on Lesson 9: Sprite Movement (parts 3-15)
Make sure to use all code.org resources (look over diamond 8 and 13)
Wrap-up
Submit your work
_____
Lesson 9 Day 2
Objective
To use the counter pattern to change sprite properties
Activator
Posters
Why are some sprite properties updated before the draw loop, and some after?
Mini Lesson
Check-in/Questions
Student Engagement
Lesson 9: Sprite Movement
Finish any unfinished parts of previous lessons
Wrap-up
Submit your work
Reference Guide for Unit 3
____________
Lesson 10: Booleans Unplugged
Objectives: Students will be able to:
- Evaluate simple and compound boolean statements
- Use the value of a Boolean statement to determine whether a command should be executed.
Activator
- Fill out Stand Up/Stay Seated paper
- If True...Stand Up /. If False...Stay Seated
Mini Lesson
1. Real life Boolean examples: the light is on or off, ...
2. Sorting with Booleans Activity
3. Conditionals Activity ( If _______ is true, then do _________)
Student Engagement
Pair up to finish Lesson 9-15. (previous lesson)
Wrap-up
Submit Lesson 9-15
________
Lesson 11 Booleans and Conditionals
Objective
Use conditionals to react to changes in variables and sprite properties
Activator
- What are some things you can do when you are stuck, and don't know how to solve a problem in Code.org?
Mini Lesson
Two Videos (3 and 9)
Student Engagement
Complete Lesson 11: Booleans and Conditionals
Wrap-up
What was tricky about today's work? What did you try in order to solve it?
_______
Lesson 12 Keyboard Input
Objectives: Students will be able to:
- Use conditionals to react to keyboard input
- Move sprites in response to keyboard input
Activator
Games use Boolean expressions a lot. Can you think of some examples? (Hint: If something is true then ___happens)
Mini Lesson
Boolean Video
Make sure to read the instructions
Click on the Tips and Hints Tab for help
Student Engagement
Go to Code.org
Work on Lesson 12: Keyboard Input
Wrap-up
What are some scenarios in games or programs you use regularly that might be triggered by conditionals.
_____________
Lesson 13: If ... Else Statements
Objective
To learn how to use If...Else statement
Activator
- What is a Boolean?
- What is a Boolean Expression?
- What are some examples of Comparison Operators?
- What is the difference between = and ==?
Mini Lesson
- Video 3: If Else statements
- Work on number 4 together (Take 5 minutes to look at it first)
- You can always see examples of how code might be used.
Student Engagement
Work on Lesson 13: IF...Else statements
Help out your partner
Wrap up
Check-in
_______
Lesson 14 Interactive Card Project
Objective
To use everything you have learned about Javascript and create an interactive card.
Activator
Part 2: Look at Sample Project and Discuss
Note: We will share these with the class (you can send them to people's phones too!)
Mini Lesson
Hand out Project Guide for the Interactive Card
Discuss the Guide and Rubric
Student Engagement
Go to Code.org Lesson 14
Spend time looking at the three examples on Code.org in part 3
Work on the "Project Guide for the Interactive Card" on paper
Show Project Guide to Ms. Collins for feedback when you are done
Once Project Guide is approved, you may begin work on the computer.
Wrap-up
Put projects in bin
_______
Peer Review
__________
Share and Self Reflection
___________