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Key Stage 3 ICT

Key Stage 3 ICT. Lesson 2 - Programming. Starter. Start Kodu. Re-familiarise yourself with how it works. Play some of the pre-made games. Try and change some code and see what it does. In 5 minutes, I will ask you what Kodu is, how it works and what a game is made up of. Objectives.

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Key Stage 3 ICT

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  1. Key Stage 3 ICT Lesson 2 - Programming

  2. Starter • Start Kodu. • Re-familiarise yourself with how it works. • Play some of the pre-made games. • Try and change some code and see what it does. • In 5 minutes, I will ask you what Kodu is, how it works and what a game is made up of.

  3. Objectives • Become familiar with Kodu Programming. • Understand what is meant by WHEN:DO sequences. • Know what a KODU game is made up of.

  4. Demonstration Programming an object (tutorials) Testing your code

  5. Objects • These are the different objects that can exist in your game.

  6. Understanding Programming • Your game is made up of OBJECTS. Different objects have different things • Each object can have up to 12 pages of code. These are the different STATES. • Each page (or state), can have up to 7 SCORES (lines of code). • A line of code is based around WHENDO (see next slide).

  7. WHEN: DO (What do these SCORES do?)

  8. Further: WHEN: DO (What do these SCORES do?)

  9. A thing or two about OBJECTS An object has: PROPERTIES: Characteristics (size, invisible, damage etc). BEHAVIOURS: Things it can do (see, hear, bump) ACTIONS: Things it can perform (move, launch, glow)

  10. Task: Tutorials • Today you are going to work through some programming tutorials. • You are going to try and solve them, as well as attempt to extend the game play by adding what the tutorials suggest. • Let’s have a quick look at each of them:

  11. Tutorial 1 (Level 4) • he object of the challenge is to change the Kodu character’s instructions to that it moves towards the castle. • Modifying the code will allow you to achieve a level 4A-5C in this task.

  12. Tutorial 2 (Level 4-5) • The challenge is to make the biker jump instead of shoot (level 4). • If you can then extend the program to do what Kodu suggests, this can gain you a level 5A – 6C in this task.

  13. Tutorial 3 (Level 5-7) • The challenge here is to make the biker, pick up an apple and take it to the bridge. • If you can add something else to this code you could achieve up to a Level 7 if it is: • Efficient • Structured • Something you have done without teacher assistance.

  14. Your Task • Complete each of the three tutorials in Kodu. • After completing each one (before you move on to the next one), you need to: • Screenshot your code which you added (display your code and press PRINT SCREEN). • Paste this into the template and explain what you did and whether you were successful. • RM Shared  BITE  ICT KS3  Year 9  Kodu Games Design  Lesson 2  Tutorial Evidence Sheet.docx

  15. Objectives Review • Become familiar with Kodu Programming. • Understand what is meant by WHEN:DO sequences. • Know what a KODU game is made up of.

  16. Plenary • Kodu Challenge Review • Let’s go through each tutorial. • Volunteers, with support from the class, will program each one to check our solutions on the interactive whiteboard. • Challenge? Each volunteer has 60 seconds maximum to complete the solution and test it.

  17. Homework • Next lesson you will be beginning to design your game. • Complete the game planning sheet. • This is ESSENTIAL you do this for homework. • Stuck? Lost Sheet? Access it online or see me for another sheet before next lesson.

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