ICT 6th

 

ENVIRONMENT AND MY OWN VIDEOGAME

Put your evidence here


DIGITAL CITIZENSHIP


Achievements:

- The student compares and contrasts identity theft with other types of theft.
- The student identifies the different ways identity theft can occur online.
- The student conducts an evacuation drill in the computer lab.

💣SLIDES -  DIGITAL CITIZENSHIP


Variables: 


EXPLANATION:

"A variable is like a box with a label. Inside the box we can store a value, and that value can change. If the label says name, today it may have ‘Ana’, but tomorrow it may be ‘Pedro’."



Stage 1: Change game:

The teacher calls out situations or events that cause variables to change. 
Examples:

“All scores increase by 10!” → students with the variable score change their card to a new one with the new value.

“The colorFavorites are updated to ‘green’.”

“Multiply your age by 2.”


Stage 2: Stories with variables

Small groups are formed. Each group must make up a story or everyday situation where they use 3 variables. For example:

- A video game with score, level, and lives.

- A student with name, age, and favorite subject.

- The weather of the day with temperature, rain, and time.

Then, they explain how these variables change in their story.


Closing and Reflection (15 min):
We discussed with questions such as:

What is a variable in computer science?

Why is it useful to use variables in a program?

What happens if we do not change the value of a variable?

Write on the board:

Variable = name + value (that can change)


Flowcharts:

FLOWCHARTS PRESENTATION  ←🐊


Basic Symbols:


🟢 Start/End (oval).


🟦 Process (rectangle)


🔷 Decision (diamond)


➡️ Arrows (indicate flow)


Everyday tasks to convert to algorithm, such as:

Brushing teeth

Making lemonade

Making a sandwich

Going through a maze

Choosing clothes according to the weather


🎮PAC-MAN🎮


🎮 FILES

PART I: Start the video game

💀  PART II: Food - by Mr Omar

PART III: Food and scoring 

Achievements:

- The student solves the test about the topics already studied.

- The student develops the code that controls the movement of the ghosts in the game.


👻 Ghost Programming 👻

Here you will see two examples of programming for the ghosts. Create two other programs for the other two ghosts.






END OF THE GAME - PAC MAN

Solve the challenge that consists of changing the background of the game, with the word “Game OVER” when a ghost touches pacman. Also, all programs stop!
And add the code to make them change the background with the word “YOU WIN” when the score is higher than 154; and all the programs also stop!




🙈GamePlay PacMan Final Version


PACMAN EVIDENCE   <🥘🥘🥘🥘🥘🥘🥘


DIGITAL CITIZENSHIP 


Achievements:

- The student defines impersonation and identity theft.

-The student reflects on the possible consequences of someone else using his or her identity.

-The student reviews strategies for protecting his or her information on the Internet.

💬SLIDES

Download the following file:

STUDENT HANDOUT -  Change the name

👽EVIDENCE HERE! - WORD FILE


Connecting physical devices: Arduino & ultrasonic sensor


Achievements:

-The student understands how to make the arduino connection to the ultrasound sensor.

-The student identifies the maximum reading range of the ultrasonic sensor.


Step #1 : Connect Arduino board with ultrasonic sensor.




Step #2 : You must use mblock to make the code for the ultrasonic sensor.


Try using different distances; determine what is the maximum distance the sensor can read.


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