Key Stage 2 – Scratch, Python and Kodu (Beginners)
The Aims By the end of this session, you will have: • 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
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.
The Scripts Panel The where you build the commands to run Scratch Interface your program Different Sets of Commands The Stage - where your program is run Different Blocks of commands 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 3. Write the program for each button Button 1 1. Draw 3 buttons Button 2 2. Import a sound Button 3
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’ Variables Selection Something your program Allows the program to make choices might need that changes according to a condition: s core … speed ……time if … then …..else ………
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 Felix and Herbert Game Key Words forever loop ‘when’ selection block ‘if ’ ... ‘ then’ selection block variable – score
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 Sequence Repetition All of the ‘ steps ’ that are Statements that perform a repeat followed in order (or loops) Forever , Repeat Debugging Find and fix mistakes in a Selection program Allows the program to make choices according to a condition: if … then…..else Variables Something your program might need that changes s core … 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 Algorithm Perimeter of pentagon= length* 5 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 print ('Hello World') Save File ‘Run’, ‘ Run Module’ p rint (‘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 Navigator The Driver Thinks direction of outcomes Types the code Suggests improvements Thinks completing task Looks for problems in the code using observer as a guide
AREAS 1. WORLDS AND CHARACTERS 2. PATHS 3. KODU RACES
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
Solve It!
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