113 lines
5.8 KiB
Markdown
113 lines
5.8 KiB
Markdown
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# minesweeper lesson
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A game that tests your memory for placing a LED mine then finding the hidden LED mine #var #data #if #random #min #max #mod #plot #unplot #pause #accceleration #docs
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### @video td/videos/minesweeper-0
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## Topic
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Global Variables
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## Quick Links
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* [tutorial](/microbit/lessons/minesweeper/tutorial)
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* [quiz](/microbit/lessons/minesweeper/quiz)
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* [quiz answers](/microbit/lessons/minesweeper/quiz-answers)
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## Class
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Year 7
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## Prior learning/place of lesson in scheme of work
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Learn how to create a minesweeper game with **plot**, `led->plot` , **unplot**, `led->unplot`, **global variables** to keep track of the coordinates that the player is selecting. We will be learning how to create a minesweeper game using global variables, if (conditionals), input on button pressed, math random as well as simple commands such as led plot, led unplot, show string, and pause.
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## What the teacher needs to know
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* Algorithm: An unambiguous set of rules or a precise step-bystep guide to solve a problem or achieve a particular objective.
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* Command: An instruction for the computer to execute, written in a particular programming language.
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* Data: A structured set of numbers, possibly representing digitised text, images, sound or video, which can be processed or transmitted by a computer, also used for numerical (quantitative) information.
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* Decomposing: The process through which problems or systems are broken down into their component parts, each of which may then be considered separately.
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* Input: Data provided to a computer system, such as via a keyboard, mouse, microphone, camera or physical sensors.
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* Output: The information produced by a computer system for its user, typically on a screen, through speakers or on a printer, but possibly through the control of motors in physical systems.
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* Programmable toys: Robots designed for children to use, accepting input, storing short sequences of simple instructions and moving according to this stored program.
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* Program: A stored set of instructions encoded in a language understood by the computer that does some form of computation, processing input and/or stored data to generate output.
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* Selection: A programming construct in which one section of code or another is executed depending on whether a particular condition is met.
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* Sequence: To place program instructions in order, with each executed one after the other.
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* Simulation: Using a computer to model the state and behaviour of real-world (or imaginary) systems, including physical or social systems; an integral part of most computer games.
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* Variables: A way in which computer programs can store, retrieve or change data, such as a score, the time left, or the user’s name.
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**QuickStart Computing Glossary
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## Documentation
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* **global variables** : [read more...](/microbit/js/data)
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* **math random number** : [read more...](/microbit/js/math)
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* **plot** : [read more...](/microbit/reference/led/plot)
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* **unplot** : [read more...](/microbit/reference/led/unplot)
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* **on button pressed** : [read more...](/microbit/reference/input/on-button-pressed)
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* **if** : [read more...](/microbit/reference/logic/if)
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* **show string** : [read more...](/microbit/reference/basic/show-string)
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* **pause** : [read more...](/microbit/reference/basic/pause)
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## Resources
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* Activity: [tutorial](/microbit/lessons/minesweeper/tutorial)
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* Activity: [quiz](/microbit/lessons/minesweeper/quiz)
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## Objectives
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* learn how to create a global variable as a place where you can store data so that you can use it later in your code, accessible across functions and in nested code blocks
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* learn how to return a random number
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* learn how to turn on a LED light on the LED screen
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* learn how to turn off a LED light on the LED screen
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* learn how to run code when an input button is pressed
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* learn how to conditionally run code depending on whether a condition is true or not
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* learn how to show a string of the LED screen one character at a time (scrolling left to right)
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* learn how to pause your code for the specified number of milliseconds
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## Links to the National Curriculum Programmes of Study for Computing
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## Progression Pathways / Computational Thinking Framework
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#### Algorithms
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* Designs solutions (algorithms) that use repetition and two-way selection, ie if, then and else.(AL)
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* Uses logical reasoning to predict outputs, showing an awareness of inputs (AL)
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* Represents solutions using a structured notation (AL) (AB)
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#### Programming & Development
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* Creates programs that implement algorithms to achieve given goals (AL)
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* Declares and assigns variables(AB)
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* Understands the difference between, and appropriately uses if and if, then and else statements(AL)
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* Uses a range of operators and expressions e.g. Boolean, and applies them in the context of program control. (AL)
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* Selects the appropriate data types(AL) (AB
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#### Data & Data Representation
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* Understands the difference between data and information(AB)
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* Performs more complex searches for information e.g. using Boolean and relational operators(AL) (GE) (EV)
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#### Hardware & Processing
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* Knows that computers collect data from various input devices, including sensors and application software (AB)
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#### Communication Networks
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* Demonstrates responsible use of technologies and online services, and knows a range of ways to report concerns Understands how search engines rank search results (AL)
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#### Information Technology
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* Collects, organizes, and presents data and information in digital content (AB)
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* Uses criteria to evaluate the quality of solutions, can identify improvements making some refinements to the solution, and future solutions (EV)
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Computational Thinking Concept: AB = Abstraction; DE = Decomposition; AL = Algorithmic Thinking; EV = Evaluation; GE = Generalisation
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## Activity
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* time: 20 min.
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* [tutorial](/microbit/lessons/minesweeper/tutorial)
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* [quiz](/microbit/lessons/minesweeper/quiz)
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