Key Stage 3 ICT

17
Key Stage 3 ICT Lesson 2 - Programming

description

Key Stage 3 ICT. Lesson 2 - Programming. Starter. Start Kodu. Re-familiarise yourself with how it works. Play some of the pre-made games. Try and change some code and see what it does. In 5 minutes, I will ask you what Kodu is, how it works and what a game is made up of. Objectives. - PowerPoint PPT Presentation

Transcript of Key Stage 3 ICT

Page 1: Key Stage 3 ICT

Key Stage 3 ICT

Lesson 2 - Programming

Page 2: Key Stage 3 ICT

Starter• Start Kodu.

• Re-familiarise yourself with how it works.

• Play some of the pre-made games.

• Try and change some code and see what it does.

• In 5 minutes, I will ask you what Kodu is, how it works and what a game is made up of.

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• Become familiar with Kodu Programming.

• Understand what is meant by WHEN:DO sequences.

• Know what a KODU game is made up of.

Objectives

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Demonstration

Programming an object (tutorials)Testing your code

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• These are the different objects that can exist in your game.

Objects

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• Your game is made up of OBJECTS. Different objects have different things

• Each object can have up to 12 pages of code. These are the different STATES.

• Each page (or state), can have up to 7 SCORES (lines of code).

• A line of code is based around WHEN DO (see next slide).

Understanding Programming

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WHEN: DO (What do these SCORES do?)

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Further: WHEN: DO (What do these SCORES do?)

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An object has:

PROPERTIES: Characteristics (size, invisible, damage etc).

BEHAVIOURS: Things it can do (see, hear, bump)

ACTIONS: Things it can perform (move, launch, glow)

A thing or two about OBJECTS

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• Today you are going to work through some programming tutorials.

• You are going to try and solve them, as well as attempt to extend the game play by adding what the tutorials suggest.

• Let’s have a quick look at each of them:

Task: Tutorials

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• he object of the challenge is to change the Kodu character’s instructions to that it moves towards the castle.

• Modifying the code will allow you to achieve a level 4A-5C in this task.

Tutorial 1 (Level 4)

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• The challenge is to make the biker jump instead of shoot (level 4).

• If you can then extend the program to do what Kodu suggests, this can gain you a level 5A – 6C in this task.

Tutorial 2 (Level 4-5)

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• The challenge here is to make the biker, pick up an apple and take it to the bridge.

• If you can add something else to this code you could achieve up to a Level 7 if it is:– Efficient– Structured– Something you have done

without teacher assistance.

Tutorial 3 (Level 5-7)

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• Complete each of the three tutorials in Kodu.

• After completing each one (before you move on to the next one), you need to:

• Screenshot your code which you added (display your code and press PRINT SCREEN).

• Paste this into the template and explain what you did and whether you were successful.

• RM Shared BITE ICT KS3 Year 9 Kodu Games Design Lesson 2 Tutorial Evidence Sheet.docx

Your Task

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• Become familiar with Kodu Programming.

• Understand what is meant by WHEN:DO sequences.

• Know what a KODU game is made up of.

Objectives Review

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• Kodu Challenge Review

• Let’s go through each tutorial.

• Volunteers, with support from the class, will program each one to check our solutions on the interactive whiteboard.

• Challenge? Each volunteer has 60 seconds maximum to complete the solution and test it.

Plenary

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• Next lesson you will be beginning to design your game.

• Complete the game planning sheet.

• This is ESSENTIAL you do this for homework.

• Stuck? Lost Sheet? Access it online or see me for another sheet before next lesson.

Homework