Lesson Plan 2 · 2019. 7. 24. · Advancing programming - Lesson plan outline Activity 4 New loops...

46
1 Lesson Plan 2 Advancing programming Outcomes By the end of this section, students should be able to: • Demonstrate and understand how Coding+ TagTiles ® work. • Use loops within functions that use Coding+ TagTiles. • Build subroutines within functions using Coding+ TagTiles. • Create functions and recursive functions using Coding+ TagTiles.

Transcript of Lesson Plan 2 · 2019. 7. 24. · Advancing programming - Lesson plan outline Activity 4 New loops...

  • 1

    Lesson Plan 2Advancing programming

    OutcomesBy the end of this section, students should be able to:

    • Demonstrate and understand how Coding+ TagTiles® work.• Use loops within functions that use Coding+ TagTiles.• Build subroutines within functions using Coding+ TagTiles.• Create functions and recursive functions using Coding+

    TagTiles.

  • 2

    Activity 1 New routes (45 minutes) 3Materials 4

    Tasks 1, 2 and 3 5

    Reflection task 11

    Extension activity ideas 12

    Activity 2 New functions (45 minutes) 13Materials 14

    Tasks 1, 2 and 3 15

    Reflection task 22

    Extension activity ideas 23

    Activity 3 New Subroutines (45 minutes) 24Materials 25

    Tasks 1, 2 and 3 26

    Reflection task 33

    Extension activity ideas 34

    OverviewAdvancing programming - Lesson plan outline

    Activity 4 New loops and recursive functions (45 minutes) 35

    Materials 36

    Tasks 1, 2 and 3 37

    Reflection task 43

    Extension activity ideas 44

    Assessment 45

    Cross-curriculum connections 46

  • 3

    OutcomesBy the end of this section, students should be able to:

    • Learn how the Coding+ TagTiles® work.• Observe how KUBO moves.• Create routes for KUBO to follow using the Coding+ TagTiles.

    New vocabulary

    • Coding+ TagTile• Direction TagTile • Distance TagTile • Gym activity map

    Review vocabulary

    • Debug• KUBO• Movement TagTiles• Route

    • Speed TagTile• Time TagTile

    Activity 1 New routes

    (45 minutes)

  • 4

    Activity 1 - RoutesYou need this before you can begin

    - Movement and Coding+ TagTiles®

    - KUBO- Gym activity map

    - Worksheet 2.1 and 2.2- Pencils

    MATERIALS

  • 5

    New Routes - Task 1LESSON 2 - Advancing programming / Activity 1

    What can the Coding+ TagTiles® do?

    1 2KUBO has learned some different ways to move thanks to the new Coding+ TagTiles. These tiles can make KUBO speed up, slow down, turn, go a distance and wait.

    Take out one of each of the four new types of tiles. Place the tiles in four different spots on your desk so they are not touching.

    TASKS 1, 2 AND 3

  • 6

    New Routes - Task 1LESSON 2 - Advancing programming / Activity 1

    What can the Coding+ TagTiles® do?

    3 4Place KUBO on each of the new tiles and observe what happens. Did KUBO move the way you expected?

    Record what you observed for each type of tile, on worksheet 2.1. If you have time, take out some of the other new tiles in each category and observe how KUBO moves.

  • 7

    New Routes - Task 2LESSON 2 - Advancing programming / Activity 1

    Let’s see how KUBO moves.

    1 2Now that you’ve observed KUBO’s movement with the Coding+ tiles, let’s create some routes. Remember that a route is a path that KUBO follows to get from one place to another.

    Gather two Go Forward 1 Movement tiles and one turn tile (either right or left) from the Coding set. You also need one tile from each category in the Coding+ set.

  • 8

    New Routes - Task 2LESSON 2 - Advancing programming / Activity 1

    Let’s see how KUBO moves.

    3 4Create a route using the two Go Forward x1 Movement tiles followed by the Go Right or Left Movement tile. Add one of the new tiles to the end of the route.

    Place KUBO on the route you created and observe how KUBO moves. Record this information on worksheet 2.2. If you try more than two routes, use the back of the worksheet to record your observations.

  • 9

    New Routes - Task 3LESSON 2 - Advancing programming / Activity 1

    KUBO wants to explore the gym.

    1 2KUBO wants to check out the gym. You will need the Gym activity map, Coding and Coding+ TagTile® sets, and KUBO for this task.

    KUBO needs a snack. Work with your partner to create a route using at least one of the Coding+ tiles that gets KUBO from the gym entrance to the snack stands.

  • 10

    New Routes - Task 3LESSON 2 - Advancing programming / Activity 1

    KUBO wants to explore the gym.

    3 4Now that KUBO has had a snack, it’s time for a run on the basketball court. Create a route that takes KUBO to the court. Include at least one of the new tiles to get KUBO moving on the court.

    Look at the Gym activity map in detail. Discuss with your partner other activities that KUBO could do in the gym. Which of the new tiles do you think would work best for these activities?

  • 11

    New Routes - Task 4LESSON 2 - Advancing programming / Activity 1

    1 2How do these new tiles add to the movements that KUBO can do? Discuss your ideas with your partner.

    What are the four new categories of tiles? Explain two of these categories to your partner and then have your partner tell you about the other two.

    Reflection task

  • 12

    New Routes - Task 5LESSON 2 - Advancing programming / Activity 1

    1 2Challenge your partner to create a route in which you give him or her the start and end points on the Gym activity map and at least two new tiles. Switch roles.

    Create a route you know KUBO cannot follow using at least two new tiles. Have your partner debug the route. Switch roles.

    Extension activity ideas

  • 13

    OutcomesBy the end of this section, students should be able to:

    • Transition routes into functions using Coding+TagTiles®.• Get KUBO from one given location to another using a

    function.

    New vocabulary

    • Vice versa

    Review vocabulary

    • Function• Record Function TagTiles• Play Function TagTiles• Reset

    Activity 2 New functions

    (45 minutes)

  • 14

    Activity 2 - New functionsYou need this before you can begin

    - Movement and Coding+ TagTiles®

    - KUBO- Gym activity map

    - Coding+ Play and Record Function TagTiles

    MATERIALS

  • 15

    New functions - Task 1LESSON 2 - Advancing programming / Activity 2

    KUBO is ready to memorize a route using the Coding+ TagTiles®.Lets practice making functions with them!

    1 2KUBO is playing basketball. Starting at one hoop, can you get KUBO to the other hoop and back using the Coding+ tiles?

    Using all the tiles available and the Gym activity map, first create a route that gets KUBO from one basketball hoop to the other. Try to use as many of the new tiles as you can.

    TASKS 1, 2 AND 3

  • 16

    New functions - Task 1LESSON 2 - Advancing programming / Activity 2

    3 4After you have connected your tiles on the map, place KUBO at the starting point to test your route. If KUBO did not make it from one hoop to the other and back, you will need to debug your route.

    When you have a route that works, it’s time to make it into a function. Remember, a function is like a route that is laid out in a straight line so that KUBO can memorize it.

    KUBO is ready to memorize a route using the Coding+ TagTiles®.Lets practice making functions with them!

    Example function

  • 17

    New functions - Task 1LESSON 2 - Advancing programming / Activity 2

    5 6Pick one of the four colored sets of the Function tiles to create your function. Work with your partner to change the route into a function. Remember that your tiles need to be connected in the order that you want KUBO to move.

    Test your function by placing your Play Function tile on one basketball hoop. Did KUBO make it to the other hoop and back?

    KUBO is ready to memorize a route using the Coding+ TagTiles®.Lets practice making functions with them!

  • 18

    New functions - Task 2LESSON 2 - Advancing programming / Activity 2

    Can you create a function without first creating a route.

    1 2KUBO knows that you’ve had some practice changing routes into functions. Now KUBO wants you to work on creating functions without first creating the route.

    Work with your partner to create a function that will take KUBO from the gym entrance to the benches to watch the game using as many of the new tiles as possible. KUBO should end up on one of the benches facing the court.

  • 19

    New functions - Task 2LESSON 2 - Advancing programming / Activity 2

    3 4Keep in mind that creating your function off to the side of the map means you won’t have to move it later. You want your function by you when you test it so that you can follow KUBO’s movements and debug right away.

    Can you create a function without first creating a route.

    When you think you have a function that will work, place your Play Function tile on the gym entrance. (It should be the same color as your Record Function tiles.) Did KUBO make it to the benches? Is KUBO facing the court? If you answered no to either question, debug your function and try again.

    Cell 16

  • 20

    New functions - Task 3LESSON 2 - Advancing programming / Activity 2

    KUBO wants to see a new area of the gym.

    1 2Create a route to get KUBO from the bench by the scoreboard to the lockers and back to the bench. KUBO will need to turn around to face the court when at the bench.

    You will each have access to half of the Movement tiles, the full Coding+ set, and one color of Function tiles. Use as many of the new tiles as you can.

  • 21

    New functions - Task 3LESSON 2 - Advancing programming / Activity 2

    KUBO wants to see a new area of the gym.

    3 4Your partner will test your function when you are finished creating it and vice versa. When both of you are ready to have your functions tested, give your Play tile to the other person and have them place it on the bench. Test out the function and switch roles.

    Did both functions work as expected? Did either of you have to debug your function?

    Cell G5

  • 22

    New functions - Task 4LESSON 2 - Advancing programming / Activity 2

    1 2Did you struggle with creating your function without creating a route first? What strategy did you use to create a function?

    When KUBO is performing the memorized function, are you able to follow along with your tiles to see what KUBO will do next? Does that help you figure out what to fix in your function?

    Reflection task

  • 23

    New functions - Task 5LESSON 2 - Advancing programming / Activity 2

    1 2KUBO wants to explore other parts of the gym. Create functions to get KUBO to different locations and write a story to go along with KUBO’s movements.

    What is your favorite sport to play? Can KUBO play that sport in this gym? Create a function that would show KUBO playing that sport. After you have a function that shows this, write a story about KUBO’s time in the gym.

    Extension activity ideas

  • 24

    OutcomesBy the end of this section, students should be able to:

    • Turn two functions into a subroutine using the Coding+ TagTiles®.

    • Create functions and subroutines without creating routes first.

    Review vocabulary

    • Subroutine• Tweak

    Activity 3 New Subroutines

    (45 minutes)

  • 25

    Activity 3 - New SubroutinesYou need this before you can begin

    - Movement and Coding+ TagTiles®

    - KUBO- Gym activity map

    - Coding+ Play and Record Function TagTiles

    MATERIALS

  • 26

    New Subroutines - Task 1LESSON 2 - Advancing programming / Activity 3

    KUBO wants to get to two locations without stopping.Let’s learn how to create subroutines using the Coding+ TagTiles.

    1 2KUBO will come into the gym to get a piece of fruit and meet up with friends at the scoreboard. Each partner will create a function for this.

    You will need two sets of Function tiles along with all the Movement and Coding+ tiles.

    TASKS 1, 2 AND 3

  • 27

    New Subroutines - Task 1LESSON 2 - Advancing programming / Activity 3

    3 4One partner will take one color of Function tiles and create a function that gets KUBO from the gym entrance to the fruit stand. The other partner will take the other color of Function tiles and create a function that gets KUBO from the fruit stand to the scoreboard.

    After you have both created and tested your functions, you need to combine them to create a subroutine. Have KUBO memorize the first function. Take the Play Function tile for that function and place it at the beginning of the second function (right after the first Record Function tile).

    KUBO wants to get to two locations without stopping.Let’s learn how to create subroutines using the Coding+ TagTiles®.

    Example subroutine

  • 28

    New Subroutines - Task 1LESSON 2 - Advancing programming / Activity 3

    5 6After KUBO has memorized the function with the subroutine, take the second Play Function tile and place it at your starting point. Follow along with KUBO by looking at your functions to ensure KUBO makes it to the fruit stand and the scoreboard.

    Did KUBO make it to all of the stops? Did you have to tweak either function?

    KUBO wants to get to two locations without stopping.Let’s learn how to create subroutines using the Coding+ TagTiles®.

  • 29

    New Subroutines - Task 2LESSON 2 - Advancing programming / Activity 3

    1 2KUBO’s friends are playing on the court and they have asked KUBO to join. Create a function with a subroutine that takes KUBO from the bench to the sports cupboard to get a ball and back to the court.

    Keep in mind that you’ll need two different colored Play and Record Function tiles. One partner could create the function to get KUBO from the bench to the sports cupboard and the other partner could create the function that gets KUBO from the sports cupboard to the court.

    KUBO wants to join the game.

  • 30

    New Subroutines - Task 2LESSON 2 - Advancing programming / Activity 3

    KUBO wants to join the game.

    3 4After you have created your functions, have KUBO memorize the first one. Then take that Play Function tile and place it at the beginning of the other function. Have KUBO memorize the new function.

    Place the Play Function tile from the new function at the starting point. Watch KUBO move as you check the movements against your function. Did KUBO do what you thought? Did KUBO make it to the court to play the game?

    Example subroutine

  • 31

    New Subroutines - Task 3LESSON 2 - Advancing programming / Activity 3

    KUBO wants to play a game.

    1 2Because it is raining outside, KUBO is having recess in the gym. What are some games you play with your friends in the gym?

    Brainstorm games that KUBO can play in the gym. Choose one game that you and your partner think you can create a function with a subroutine for. What Coding+ tiles do you need to use for KUBO to play the game?

  • 32

    New Subroutines - Task 3LESSON 2 - Advancing programming / Activity 3

    KUBO wants to play a game.

    3 4Work together to create a subroutine (a function inside a function) that showcases KUBO playing the game you discussed in the gym.

    Have another group watch KUBO perform your function and see if they can guess the game. See if your teacher can guess the game.

  • 33

    New Subroutines - Task 4LESSON 2 - Advancing programming / Activity 3

    2What are the benefits of creating a subroutine instead of just one function?

    1How would you explain a subroutine to someone that has never created one?

    Reflection task

  • 34

    New Subroutines - Task 5LESSON 2 - Advancing programming / Activity 3

    1 2KUBO will spend all day in the gym. What will KUBO do? Write a story that includes KUBO playing a game, watching a game, and getting a snack at the refreshment stand.

    What are the rules to the game that KUBO played during recess in the gym? Make a list of rules and the steps needed to play the game. Give your rules to another group and see if they can create a function with a subroutine to play the game. Can two KUBOs play your game?

    Extension activity ideas

  • 35

    OutcomesBy the end of this section, students should be able to:

    • Work with loops that contain Coding+ TagTiles®.• Create a function that contains a loop and Coding+

    TagTiles.

    New vocabulary

    • Close loop TagTile• Open loop TagTile• Recursive function

    Review vocabulary

    • Loop• Parameter TagTiles

    Activity 4 New loops and recursive functions

    (45 minutes)

  • 36

    Activity 4 - New loops and recursive functionsYou need this before you can begin

    - Movement and Coding+ TagTiles®

    - KUBO- Gym activity map

    - Coding+ Play and Record Function TagTiles- Loop and Parameter TagTiles

    MATERIALS

  • 37

    New loops and recursive functions - Task 1LESSON 2 - Advancing programming / Activity 4

    KUBO is running in gym class.

    1 2Create a route on the Gym activity map that allows KUBO to run around the hockey rink.

    Place KUBO on your route to make sure that he is running in a circle. What tile is repeated in your route? How many times is it repeated?

    TASKS 1, 2 AND 3

  • 38

    New loops and recursive functions - Task 1LESSON 2 - Advancing programming / Activity 4

    3 4Instead of creating a function using the same tile several times, let’s create a loop. A loop has a start tile and an end tile just like the Function tiles have.

    Create a function using a Record Function tile, the Open Loop tile, a Parameter tile to determine how many times you want KUBO to repeat the tiles, the tiles you want repeated, the Close Loop tile, and the ending Record Function tile.

    Have KUBO memorize the function. Place the Play Function tile at your start point and observe KUBO’s movements. Removing the Play Function tile after KUBO has passed over it will more accurately show the loop you created.

    KUBO is running in gym class.

    Cell B5

  • 39

    New loops and recursive functions - Task 2LESSON 2 - Advancing programming / Activity 4

    KUBO really loves running!

    1 2KUBO wants to show off his long-distance running skills. To do this, you are going to create a recursive function that will allow KUBO to repeat the function until you reset KUBO.

    Re-create your function from the last task that used a loop to cause KUBO to run around the hockey rink.

  • 40

    New loops and recursive functions - Task 2LESSON 2 - Advancing programming / Activity 4

    3Test your function to make sure that KUBO moves the way you want. Now find a Play Function tile of the same color (there should be two of every color). Place this Play Function tile at the end of your function right before the ending tile.

    An example is shown below.

    KUBO really loves running!

    4Place the other Play Function tile of the same color at the starting point. Remove the tile when KUBO has passed over it. What do you notice about KUBO’s movements? Does KUBO stop?

    Cell B5

  • 41

    New loops and recursive functions - Task 3LESSON 2 - Advancing programming / Activity 4

    KUBO loves sports!

    1 2Take a moment to look at all the sports equipment that is shown on the Gym activity map. What sport should KUBO play? Discuss this with your partner.

    Decide on one sport for KUBO to play. What equipment will KUBO need to play this sport? Where in the gym will KUBO play?

  • 42

    New loops and recursive functions - Task 3LESSON 2 - Advancing programming / Activity 4

    KUBO loves sports!

    3 4Create a function with or without a subroutine that gets KUBO from the gym entrance to the sports equipment for the sport you selected to where KUBO will play that sport.

    After KUBO gets to the playing location, create a recursive function that allows KUBO to play the sport you selected. Can other groups guess what sport you chose? Can you guess theirs?

  • 43

    New loops and recursive functions - Task 4LESSON 2 - Advancing programming / Activity 4

    2When would recursive functions be useful in real life?

    1When would you want to use loops with KUBO?

    Reflection task

  • 44

    New loops and recursive functions - Task 5LESSON 2 - Advancing programming / Activity 4

    1 2If each side of a quadrant is 10 feet, what is the perimeter of the basketball court? What is its area? Can you find the perimeter and area of other sections in the gym?

    How is this gym on the map like the one you have at your school? How is it different? Write down your thoughts and share them with someone.

    Extension activity ideas

  • 45

    Advancing programming• Demonstrate and show understanding

    of how Coding+ TagTiles® work.

    • Use loops within functions that use Coding+ TagTiles.

    • Build subroutines within functions using Coding+ TagTiles.

    • Create functions and recursive functions using Coding+ TagTiles.

    Assessment

  • 46

    Advancing programmingSocial Studies: • Discuss the Gym activity map with the

    class. Are there items on there they are not familiar with?

    ELA:• Have students compare two sports taht

    are showcased in the gym. One could be one they are familiar with and one could be one they have to research or interview someone else.

    Math/Science:• How many steps does KUBO walk or

    run at a given time in the gym? Decide the length of one of the quadrants (for

    example, 10 ft or 3 m) and have students determine how many steps they can take in 10 ft or 3 m. Calculate how many steps KUBO takes during the various tasks.

    • The scoreboard can be used as a great starting point to get students thinking about greater than/less than and time. Have students create story problems for KUBO utilizing the scoreboard.

    • The refreshment stand can also be used in math problems. Have students come up with situations in which KUBO has so many tokens and needs to purchase some items. How much are those items worth? What can KUBO purchase? How many tokens will KUBO have left?

    Cross-curriculum connections

    Activity 1 New routes (45 minutes)MaterialsTasks 1, 2 and 3Reflection taskExtension activity ideas

    Activity 2 New functions (45 minutes)MaterialsTasks 1, 2 and 3Reflection taskExtension activity ideas

    Activity 3 New Subroutines (45 minutes)MaterialsTasks 1, 2 and 3Reflection taskExtension activity ideas

    Activity 4 New loops and recursive functions (45 minutes)MaterialsTasks 1, 2 and 3Reflection taskExtension activity ideas

    AssessmentCross-curriculum connections