In this online activity, students will have the opportunity to learn how to use events in Play Lab and to apply all the coding skills they've learned to create an animated game. It's time to get creative and make a game in Play Lab!
Here, students will further develop their understanding of events using Play Lab. Students will use events to make characters move around the screen, make noises, and change backgrounds based on user input. At the end of the puzzle sequence, students will be presented with the opportunity to share their projects.
Students will be able to:- create an animated, interactive game using sequence and event-handlers.- identify actions that correlate to input events.
Note: You will need to create a free account on code.org before you can view this resource.
This lesson was originally created for the Hour of Code, alongside the Minecraft team. Students will get the chance to practice ideas that they have learned up to this point, as well as getting a sneak peek at conditionals!
If puzzles will work to solidify and build on the knowledge of loops and introduce conditionals. By pairing these two concepts together, students will be able to explore the potential for creating fun and innovative programs in a new and exciting environment.
Students will be able to:- define circumstances when certain parts of a program should run and when they shouldn't.- determine whether a conditional is met based on criteria.
In this lesson, students will relate the concept of algorithms back to everyday activities. After discussing their steps, students will make paper planes using an algorithm. The goal here is to start building the skills to translate real-world situations to online scenarios and vice versa.
This lesson exists to help students see that an "algorithm" is just a list of steps that someone can take to finish a task. Students will also learn that the order of the individual steps can make a difference in the final product. This should help lay a foundation of understanding for arranging blocks into programs.
Students will be able to:- decompose large activities into a series of smaller events.- organize sequential events into their logical order.
In this series of puzzles, students will continue to develop their understanding of algorithms and debugging. With a new character, Laurel the Adventurer, students will create sequential algorithms to get Laurel to pick up treasure as she walks along a path.
In this lesson, students will be practicing their programming skills using a new character, Laurel the Adventurer. When someone starts programming they piece together instructions in a specific order using something that a machine can read. Through the use of programming, students will develop an understanding of how a computer navigates instructions and order. Using a new character with a different puzzle objective will help students widen their scope of experience with sequencing and algorithms in programming.
Students will be able to:- order movement commands as sequential steps in a program.- represent an algorithm as a computer program.- develop problem-solving and critical thinking skills by reviewing debugging practices.