pxt-calliope/olddocs/js/lessons/2-player-pong.md

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# 2 player pong lesson
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make a game to test your focus on the moving ball.
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## Topic
Functions
## Quick Links
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* [tutorial](/lessons/2-player-pong/tutorial)
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## Class
Year 7
## Prior learning/place of lesson in scheme of work
Learn how to create **functions**, `function()` as a unit of code that performs a specific task and returns a result. We will be learning how to create the hat game app using functions, global variables, input on button pressed, if (conditionals), mod, random, Boolean, as well as simple commands such as show animation.
## What the teacher needs to know/QuickStart Computing Glossary
* 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.
* 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.
* Repetition: Executing a section of computer code a number of times as part of the program.
* 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.
## Documentation
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* **functions** : [read more...](/js/function)
* **on button pressed** : [read more...](/reference/input/on-button-pressed)
* **for** : [read more...](/reference/loops/for)
* **if** : [read more...](/reference/logic/if)
* **show animation** : [read more...](/reference/basic/show-animation)
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## Resources
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* Activity: [tutorial](/lessons/2-player-pong/tutorial)
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## Objectives
* 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 to learn how to conditionally run code depending on whether a condition is true or no
* learn how to show a series of image frames on the LED screen
* learn how to run code when an input button is pressed
## 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
* Understands the difference between data and information(AB)
* Performs more complex searches for information e.g. using Boolean and relational operators(AL) (GE) (EV)
* Defines data types: real numbers and Boolean (AB)
#### Hardware & Processing
* Knows that computers collect data from various input devices, including sensors and application software (AB)
#### 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)
* Recognises ethical issues surrounding the application of information technology beyond school.
Computational Thinking Concept: AB = Abstraction; DE = Decomposition; AL = Algorithmic Thinking; EV = Evaluation; GE = Generalisation
## Activity
* time: 20 min.
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* [tutorial](/lessons/2-player-pong/tutorial)
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## Intended follow on
Publish script to the classroom.