pxt-calliope/olddocs/js/lessons/pong.md

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# pong lesson
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code your own game of Pong on the @boardname@. #.
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## Topic
Functions
## Quick Links
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* [tutorial](/lessons/pong/tutorial)
* [quiz](/lessons/pong/quiz)
* [quiz answers](/lessons/pong/quiz-answers)
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## Class
Year 7
## Prior learning/place of lesson in scheme of work
Learn how to create **functions**, `function()` that perform a specific task and returns a result. We will be learning how to create a pong game using functions, global variable forever loop, global variables, Boolean, for loop, input on button pressed, if statements, as well as simple commands, such as plot, unplot and pause.
## What the teacher needs to know
* Algorithm: An unambiguous set of rules or a precise step-bystep guide to solve a problem or achieve a particular objective.
* Command: An instruction for the computer to execute, written in a particular programming language.
* 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.
* Hardware: The physical systems and components of digital devices; see also software.
* Input: Data provided to a computer system, such as via a keyboard, mouse, microphone, camera or physical sensors.
* 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.
* Programmable toys: Robots designed for children to use, accepting input, storing short sequences of simple instructions and moving according to this stored program.
* 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.
* Script: A computer program typically executed one line at a time through an interpreter, such as the instructions for a Scratch character.
* Selection: A programming construct in which one section of code or another is executed depending on whether a particular condition is met.
* Sequence: To place program instructions in order, with each executed one after the other.
* 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.
* Variables: A way in which computer programs can store, retrieve or change data, such as a score, the time left, or the users name.
**QuickStart Computing Glossary
## Documentation
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* **function** : [read more...](/js/function)
* **return** : [read more...](/js/return)
* **call** : [read more...](/js/call)
* **global variable** : [read more...](/js/data)
* **arithmetic operator** : [read more...](/reference/types/number)
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* **Boolean** : [/td/Boolean]()
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* **forever** : [read more...](/reference/basic/forever)
* **on button pressed** : [read more...](/reference/input/on-button-pressed)
* **if** : [read more...](/reference/logic/if)
* **clear screen** : [read more...](/reference/basic/clear-screen)
* **show string** : [read more...](/reference/basic/show-string)
* **plot** : [read more...](/reference/led/plot)
* **unplot** : [read more...](/reference/led/unplot)
* **pause** : [read more...](/reference/basic/pause)
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## Resources
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* Activity: [tutorial](/lessons/pong/tutorial)
* Activity: [quiz](/lessons/pong/quiz)
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## Objectives
* learn how to create a function as a unit of code that performs a specific task and returns a result
* learn how a return statement exits a function and returns a value to the code
* learn how to call an existing function in your script
* 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
* learn how arithmetic operators operate on numbers and return a number
* learn how a Boolean type has one of two possible values: true or false
* learn how to repeat code in the background forever
* learn how to conditionally run code depending on whether a condition is true or not
* learn how to run code when an input button is pressed
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* learn how to show a string on the @boardname@'s LED screen
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* learn how to turn on a LED light on the LED screen. Learn how to specify which LED using x, y coordinates
* learn how to turn off a LED light on the LED screen. Learn how to specify which LED using x, y coordinates
* learn how to pause your code for the specified number of milliseconds
## Links to the National Curriculum Programmes of Study for Computing
## Progression Pathways / Computational Thinking Framework
#### Algorithms
* Designs solutions (algorithms) that use repetition and two-way selection, ie if, then and else.(AL)
* Uses diagrams to express solutions.(AB)
* Uses logical reasoning to predict outputs, showing an awareness of inputs (AL)
* Represents solutions using a structured notation (AL) (AB)
#### Programming & Development
* Creates programs that implement algorithms to achieve given goals (AL)
* Declares and assigns variables(AB)
* Uses post-tested loop e.g.until,and a sequence of selection statements in programs,including an if,then and else statement(AL)
* Understands the difference between, and appropriately uses if and if, then and else statements(AL)
* Uses a variable and relational operators within a loop to govern termination (AL) (GE)
* Uses a range of operators and expressions e.g. Boolean, and applies them in the context of program control. (AL)
* Selects the appropriate data types(AL) (AB
#### Data & Data Representation
* Defines data types: real numbers and Boolean (AB)
#### Communication Networks
* 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)
#### Information Technology
* Collects, organizes, and presents data and information in digital content (AB)
* Makes appropriate improvements to solutions based on feedback received, and can comment on the success of the solution (EV)
* Uses criteria to evaluate the quality of solutions, can identify improvements making some refinements to the solution, and future solutions (EV)
Computational Thinking Concept: AB = Abstraction; DE = Decomposition; AL = Algorithmic Thinking; EV = Evaluation; GE = Generalisation
## Activity
* time: 20 min.
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* [tutorial](/lessons/pong/tutorial)
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## Extended Activity
* time: 20 min.
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* [quiz](/lessons/pong/quiz)
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## Homework
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* Extended Activity: [quiz](/lessons/pong/quiz)
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## Intended follow on
Publish script to the classroom.