Projectiles Part 2
Summary
Materials
Instructional Activities and Classroom Assessments
- Projectiles Review (5 minutes)
- Projectiles from Sprites Activities (15 minutes)
- Revise Sprite Stories (30 minutes)
Learning Objectives
- CRD-2.A Describe the purpose of a computing innovation. Computational Thinking Practices. Skills 1.A
- CRD-2.B Explain how a program or code segment functions Computational Thinking Practices. Skills 4.A
- CRD-2.C Identify input(s) to a program. 3.A
- CRD-2.E Develop a program using a development process.β1.B
- CRD-2.G Describe the purpose of a code segment or program by writing documentation. Computational Thinking Practices. Skills 4.A
- CRD-2.I For errors in an algorithm or program:
- a. Identify the error.
- b. Correct the error.
- Computational Thinking Practices. Skills 4.C
- AAP-1.A Represent a value with a variable.β3.A
- AAP-2.K For iteration:
- AAP-3.B Explain how the use of procedural abstraction manages complexity in a program. 3.C
- AAP-3.E For generating random values:
Essential Knowledge
- CRD-2.A.1 The purpose of computing innovations is to solve problems or to pursue interests through creative expression.
- CRD-1.A.2 Acomputing innovation can be physical (e.g., self-driving car), nonphysical computing software (e.g., picture editing software), or a nonphysical computing concept (e.g., e-commerce).
- CRD-2.A.1 The purpose of computing innovations is to solve problems or to pursue interests through creative expression.
- CRD-2.B.1 A program is a collection of program statements that performs a specific task when run by a computer. A program is often referred to as software.
- CRD-2.B.2 A code segment is a collection of program statements that is part of a program.
- AAP-1.A.1 A variable is an abstraction inside a program that can hold a value. Each variable has associated data storage that represents one value at a time, but that value can be a list or other collection that in turn contains multiple values.
- AAP-1.A.2 Using meaningful variable names helps with the readability of program code and understanding of what values are represented by the variables.
- AAP-2.K.2 The exam reference sheet provides
Text:REPEAT n TIMES{<block of statements>}Block:REPEAT n TIMESblock of statements in which the block of statements is executed n times.
- AAP-2.K.3 The exam reference sheet provides
Text:REPEAT UNTIL(condition){<block of statements>}Block:REPEAT UNTILblock of statements condition in which the code in block of statementsis repeated until the Boolean expression condition evaluates to true.
- AAP-2.K.1 Iteration statements change the sequential flow of control by repeating a set of statements zero or more times, until a stopping condition is met.
Details
1. Projectiles review (5 minutes)
- What are projectiles?
- How are projectile sprites different that player sprites?
- What can projectiles be used for?
- What are the benefits of using projectiles rather than regular sprites?
2. Projectiles from Sprites Activities (15 minutes)
- Direct students to the Projectiles from Sprites Activities page.
- Instruct students to complete Section A of the page; students will:
- Complete Tasks 1 and 2 on the Projectiles from Sprites tutorial page.
- Respond to the reflection questions.
3. Revise Sprite Stories (30 minutes)
- Task students with going back to their second Sprite Story (with animation) and using projectiles to revise it.
- Students should:
- Consider where in the story projectiles could further the story line or add an interesting element to the story.
- Add at least two projectiles that incorporate movement to make it more interesting.
- Remind students to share their work and copy the link to the Section B of the Projectiles from Sprites Activities page.