catch the egg game lesson

Topic

Variables

Class

Year 7

Prior learning/place of lesson in scheme of work

Learn how to create a catch the egg game game with plot, led→plot , unplot, led→unplot, and acceleration input → acceleration to turn on and off LED lights on the LED screen. We will be learning how to create a catch the egg game app using global variables, forever loop, local variable, input acceleration, math min, math max, math random, math mod, if (conditionals), game library as well as simple commands, such as led plot, led unplot, and pause.

Documentation

Objectives

  • learn how to create a global variable as a place where you can store data so that you can use it later in your code, accessible across functions and in nested code blocks
  • learn how to repeat code in the background forever
  • learn how to turn off a LED light on the LED screen
  • learn how to turn on a LED light on the LED screen
  • learn how to learn how to conditionally run code depending on whether a condition is true or not
  • learn how to learn how to get the acceleration value (g-force), in one of three specified dimensions
  • learn how to return the smaller of two numbers
  • learn how to return the larger of two numbers
  • learn how to return a random number
  • learn how to return the modulus
  • learn how to show a number of the BBC micro:bit screen
  • learn how to pause your code for the specified number of milliseconds

Progression Pathways / Computational Thinking Framework

Algorithms

  • Designs solutions (algorithms) that use repetition and two-way selection, ie if, then and else.(AL)
  • Uses logical reasoning to predict outputs, showing an awareness of inputs (AL)
  • Recognises that different solutions exist for the same problem (AL) (AB) Understands that iteration is the repetition of a process such as a loop (AL)
  • Represents solutions using a structured notation (AL) (AB)

Programming & Development

  • Creates programs that implement algorithms to achieve given goals (AL)
  • Declares and assigns variables(AB)
  • Understands the difference between, and appropriately uses if and if, then and else statements(AL)
  • Uses a variable and relational operators within a loop to govern termination (AL) (GE)
  • Has practical experience of a high-level textual language, including using standard libraries when programming(AB) (AL)
  • Uses a range of operators and expressions e.g. Boolean, and applies them in the context of program control. (AL)
  • Selects the appropriate data types(AL) (AB
Computational Thinking Concept: AB = Abstraction; DE = Decomposition; AL = Algorithmic Thinking; EV = Evaluation; GE = Generalisation

Activity

Extended Activity

Homework