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Key Stage 2 – Scratch, Python and Kodu (Beginners)
The Aims
• Explored a progression of beginner activities in Scratch a visual programming language
• Programmed new worlds in Kodu,
Game Creation Software • Explored Python as a text-based
(scripting) programming language
By the end of this session, you will have:
Programming Software
Scratch Activities
Visual Programming
• Controlling Characters • Music Machine • Etch a Sketch • Racing Car • Ping Pong • Maths Quiz • Diameter and Perimeter • Other Examples
Scratch Programming http://studio.code.org/
A visual programming language that allows children to build computer programs by snapping statements together like Lego blocks using drag and drop.
Different Sets of
Commands
The Stage - where
your program is run
The Scripts Panel
where you build the
commands to run
your program
Different Blocks
of commands
The
Scratch Interface
The Sprite – the
object you control
Controlling Characters
When the flag is clicked: 1. Move the sprite - Forever 2. Keep turning the sprite around 3. Animate the sprite 4. Add a backdrop 5. Add a sound 6. Insert another sprite to catch!
Music Machine
Button 1
Button 2
Button 3
1. Draw 3 buttons
2. Import a sound
3. Write the program
for each button
Create ‘etch a sketch’
‘if …...then’ selection
Racing Car Game
Ping Pong Game
Key Words / Ideas
forever loop
‘‘if’ … ‘then’ selection
variable – score / speed
Challenges
Create your own version.
Can you create a two player
game?
Player 1 controls: up & down
Player 2 controls: w & s
Add a points value - You win
when you get 5 points
Maths Quiz
Program a Maths Quiz in Scratch that uses the selection ‘if’… ‘then’…. ‘else’
Selection Allows the program to make choices
according to a condition: if … then …..else ………
Variables Something your program might need that changes score … speed ……time
Program a Maths Quiz in Scratch that uses selection ‘if’… ‘then’…. ‘else’……..
Key Words / Ideas
‘if’ ‘else’ Selection
Variable for score
Algorithm to code
Use the selection blocks ‘when’ and ‘if’ …… ‘then’ to sense when something is going to happen
Key Words
forever loop
‘when’ selection block
‘if’ ... ‘then’ selection block
variable – score
Felix and Herbert Game
Felix and Herbert
Activity • Create a backdrop • Add 2 sprites • Felix chases Herbert • Herbert faces Felix and moves
with the computer mouse • When Felix catches Herbert,
switch costume to dead! • Add a variable called score, add 1
point forever and if Herbert is caught, broadcast it and – 100 points.
Felix and Herbert
Felix and Herbert
Felix the Cat Make a variable
Key Vocabulary
Repetition Statements that perform a repeat
(or loops) Forever, Repeat
Selection Allows the program to make choices
according to a condition: if … then…..else
Sequence All of the ‘steps’ that are
followed in order
Debugging Find and fix mistakes in a
program
Variables Something your program might need that changes score … speed ……time
Sequence
What shape have I
programmed with my
sequence of instructions?
What will happen to
my character in this
sequence?
Generalisation Phil Bagge
Adapting a solution that solved one problem to solve another.
Diameter of circle = radius * 2
Perimeter of pentagon= length* 5
Algorithm
Code
Debug – Find and Fix
• All programmers make mistakes
• Mistakes and debugging is a normal part of the programming cycle
• Not the teachers job to debug pupil’s code
• It encourages independence
Other Examples http://www.code-it.co.uk/csplanning.html
Escape the room Flappy Bat
10 Block Challenge
Python Programming
Python is a text-based (scripting) programming language.
Navigating IDLE/Shell
Open IDLE / Shell 300+400 987-653 12*9 30/6
Open New Window/File - Save - Helloworld.py
Python Programming
“Hello World” Program In Python, a command called “print” displays the text on the screen
Save File ‘Run’, ‘ Run Module’
print ('Hello World') print (‘This is my first program’)
Variables and Comments
1. Variables may be though of as boxes within our program where we can place data (numbers or text). We can then use the contents of the boxes within our program and that the values assigned to our variable (the contents of our boxes) may change as our program runs.
Programming in Pairs
“… a software development technique in which two programmers work together at one workstation. One, the driver, types in code while the other, the navigator, reviews each line of code as it is typed in. The two programmers switch roles frequently.
The Driver Types the code Thinks completing task using observer as a guide
The Navigator Thinks direction of outcomes Suggests improvements Looks for problems in the code
Support Website
www.pluscomputing.wordpress.com
Scratch Junior – ipads only
Solve It!
Next, create a sequence for a character and put it into full screen mode. Play the sequence Circle the commands needed for that algorithm
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