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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