updated lessons

This commit is contained in:
Michael Elliot Braun 2016-03-30 15:11:05 -07:00
parent f00491df52
commit 1e77491b16
22 changed files with 422 additions and 159 deletions

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@ -10,15 +10,10 @@ Variables
## Quick Links
* [tutorial](/microbit/lessons/catch-the-egg-game/tutorial)
* [quiz](/microbit/lessons/catch-the-egg-game/quiz)
* [quiz answers](/microbit/lessons/catch-the-egg-game/quiz-answers)
* [challenges](/microbit/lessons/catch-the-egg-game/challenges)
## Class
Year 7
## Prior learning/place of lesson in scheme of work
Learn how to create a catch the egg game game with **plot**, `led->plot` , **unplot**, `led->unplot`, and **acceleration** `input -> acceleration` to turn on and off LED lights on the LED screen. We will be learning how to create a catch the egg game app using global variables, forever loop, local variable, input acceleration, math min, math max, math random, math mod, if (conditionals), game library as well as simple commands, such as led plot, led unplot, and pause.
@ -52,40 +47,3 @@ Learn how to create a catch the egg game game with **plot**, `led->plot` , **unp
* learn how to return the modulus
* learn how to show a number of the BBC micro:bit screen
* learn how to pause your code for the specified number of milliseconds
## Progression Pathways / Computational Thinking Framework
#### Algorithms
* Designs solutions (algorithms) that use repetition and two-way selection, ie if, then and else.(AL)
* Uses logical reasoning to predict outputs, showing an awareness of inputs (AL)
* Recognises that different solutions exist for the same problem (AL) (AB) Understands that iteration is the repetition of a process such as a loop (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)
* 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)
* Has practical experience of a high-level textual language, including using standard libraries when programming(AB) (AL)
* 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
Computational Thinking Concept: AB = Abstraction; DE = Decomposition; AL = Algorithmic Thinking; EV = Evaluation; GE = Generalisation
## Activity
* time: 20 min.
* [tutorial](/microbit/lessons/catch-the-egg-game/tutorial)
* [quiz](/microbit/lessons/catch-the-egg-game/quiz)
## Extended Activity
* time: 20 min.
* [challenges](/microbit/lessons/catch-the-egg-game/challenges)
## Homework
* Extended Activity: [challenges](/microbit/lessons/catch-the-egg-game/challenges)

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@ -4,13 +4,9 @@ Coding challenges for catch the egg game.
## Before we get started
Complete the following guided tutorial:
Your starting code should look like this:
* [tutorial](/microbit/lessons/catch-the-egg-game/tutorial)
At the end of the tutorial, click `keep editing`. Your code should look like this:
```
```blocks
let basketX = 2
let eggX = 2
let eggY = 0
@ -20,7 +16,7 @@ basic.forever(() => {
eggY = eggY + 1
led.plot(eggX, eggY)
basic.pause(300)
let accX = input.acceleration("x")
let accX = input.acceleration(Dimension.X)
basketX = 2 + Math.min(2, Math.max(-2, accX / 200))
led.plot(basketX, 4)
if (eggY > 4) {
@ -49,7 +45,7 @@ Now that we know when an egg is caught, we can keep track of the score! We need
### ~
```
```blocks
let basketX1 = 2
let eggX1 = 2
let eggY1 = 0
@ -59,8 +55,8 @@ basic.forever(() => {
eggY1 = eggY1 + 1
led.plot(eggX1, eggY1)
basic.pause(300)
let accX1 = input.acceleration("x")
basketX1 = 2 + Math.min(2, Math.max(-2, accX1 / 200))
let accX = input.acceleration(Dimension.X)
basketX1 = 2 + Math.min(2, Math.max(-2, accX / 200))
led.plot(basketX1, 4)
if (eggY1 > 4) {
eggY1 = -1
@ -87,7 +83,7 @@ Catching eggs gets easier with practice so let's make the eggs fall faster every
### ~
```
```blocks
let basketX2 = 2
let eggX2 = 2
let eggY2 = 0
@ -98,7 +94,7 @@ basic.forever(() => {
eggY2 = eggY2 + 1
led.plot(eggX2, eggY2)
basic.pause(300)
let accX2 = input.acceleration("x")
let accX2 = input.acceleration(Dimension.X)
basketX2 = 2 + Math.min(2, Math.max(-2, accX2 / 200))
led.plot(basketX2, 4)
if (eggY2 > 4) {
@ -108,7 +104,7 @@ basic.forever(() => {
if (eggY2 == 4) {
if (basketX2 == eggX2) {
game.addScore(1)
if (math.mod(game.score(), 5) == 0) {
if (game.score() %5 == 0) {
}
} else {
game.removeLife(1)
@ -126,7 +122,7 @@ basic.forever(() => {
Let's make the egg fall faster by decreasing the amount of time it pauses in each position by decreasing **falling pause** by `25` every 5 catches. Now, instead of pausing for 300 milliseconds we can pause for the value of **falling pause**.
```
```blocks
let basketX3 = 2
let eggX3 = 2
let eggY3 = 0
@ -137,7 +133,7 @@ basic.forever(() => {
eggY3 = eggY3 + 1
led.plot(eggX3, eggY3)
basic.pause(300)
let accX3 = input.acceleration("x")
let accX3 = input.acceleration(Dimension.X)
basketX3 = 2 + Math.min(2, Math.max(-2, accX3 / 200))
led.plot(basketX3, 4)
if (eggY3 > 4) {
@ -147,7 +143,7 @@ basic.forever(() => {
if (eggY3 == 4) {
if (basketX3 == eggX3) {
game.addScore(1)
if (math.mod(game.score(), 5) == 0) {
if (game.score()% 5 == 0) {
fallingPause1 = fallingPause1 - 25 // ***
}
} else {
@ -156,6 +152,7 @@ basic.forever(() => {
}
basic.pause(fallingPause1) // ***
})
```
Fantastic! Your game is now ready to show off.

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@ -22,7 +22,10 @@ Answer the questions while completing the tutorial. Pay attention to the dialogu
<br/>
```
```blocks
let basketX = 2
let eggX = 2
let eggY = 0
led.plot(eggX, eggY)
led.plot(basketX, 4)
```
@ -31,28 +34,22 @@ led.plot(basketX, 4)
<br/>
```
```blocks
let basketX = 2
let eggX = 2
let eggY = 0
led.unplot(eggX, eggY)
eggY = eggY + 1
led.plot(eggX, eggY)
```
## 4. Write the code that calculates 'basket x' given the variable 'acc x'.
## 4. . Write the code that resets the egg after it has fallen past the bottom of the BBC micro:bit.
<br/>
```
let accX = input.acceleration("x")
basketX = 2 + Math.min(2, Math.max(-2, accX / 200))
```
Note: the first line of code in this answer is optional.
## 5. Write the code that resets the egg after it has fallen past the bottom of the BBC micro:bit.
<br/>
```
```blocks
let eggX = 2
let eggY = 0
if (eggY > 4) {
eggY = -1
eggX = Math.random(5)

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@ -24,11 +24,7 @@ Answer the questions while completing the tutorial. Pay attention to the dialogu
<br/>
## 4. Write the code that calculates 'basket x' given the variable 'acc x'.
<br/>
## 5. Write the code that resets the egg after it has fallen past the bottom of the BBC micro:bit.
## 4. Write the code that resets the egg after it has fallen past the bottom of the BBC micro:bit.
<br/>

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@ -26,6 +26,7 @@ let degrees = input.compassHeading()
```blocks
let degrees = input.compassHeading()
if (degrees < 45) {
basic.showString("N", 150)
}
@ -35,6 +36,7 @@ if (degrees < 45) {
```blocks
let degrees = input.compassHeading()
if (degrees < 135) {
basic.showString("E", 150)
}
@ -44,6 +46,7 @@ if (degrees < 135) {
```blocks
let degrees = input.compassHeading()
if (degrees < 225) {
basic.showString("S", 150)
}

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@ -23,10 +23,10 @@ We create a **variable**, `count` to keep track of the current count. The number
## 3. Draw which LEDs are ON after running this code and pressing button "A" once. Explain you chose to draw that number
```blocks
let count_ = 0
let counts = 0
input.onButtonPressed(Button.A, () => {
count_ = count_ + 1
basic.showNumber(count, 150)
counts = counts + 1
basic.showNumber(counts, 150)
})
```
@ -39,10 +39,10 @@ We are only pressing on button pressed once. So the number to display on the mic
## 4. Draw which LEDs are ON after running this code and pressing button "A" three times. Explain you chose to draw that number
```blocks
count_ = 0
let counting= 0
input.onButtonPressed(Button.A, () => {
count_ = count_ + 1
basic.showNumber(count_, 100)
counting = counting + 1
basic.showNumber(counting, 100)
})
```

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@ -27,10 +27,10 @@ let count = 0
## 3. Draw which LEDs are ON after running this code and pressing button "A" once. Explain you chose to draw that number
```blocks
let count_ = 0
let counts = 0
input.onButtonPressed(Button.A, () => {
count_ = count_ + 1
basic.showNumber(count_, 100)
counts = counts + 1
basic.showNumber(counts, 150)
})
```
@ -41,10 +41,10 @@ input.onButtonPressed(Button.A, () => {
## 4. Draw which LEDs are ON after running this code and pressing button "A" three times. Explain you chose to draw that number
```blocks
count_ = 0
let counting= 0
input.onButtonPressed(Button.A, () => {
count_ = count_ + 1
basic.showNumber(count_, 100)
counting = counting + 1
basic.showNumber(counting, 100)
})
```

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@ -16,7 +16,7 @@ A loop that repeats code while a condition is true.
<br/>
```
```blocks
let count = 0
```
@ -26,7 +26,8 @@ let count = 0
<br/>
```
```blocks
let count = 0
while (count < 5) {
count = count + 1
}

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@ -22,7 +22,7 @@ When the micro:bit goes logo up, the code nested under the `on logo up` function
```blocks
input.onLogoUp(() => {
basic.showAnimation(`
basic.showLeds(`
. . # . .
. # # # .
# # # # #
@ -31,6 +31,7 @@ input.onLogoUp(() => {
`)
})
```
Run your code and try to turn around the micro:bit to see the **logo up** event in action!

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@ -8,7 +8,7 @@ Complete the [magic logo](/microbit/lessons/magic-logo/activity) activity and yo
```blocks
input.onLogoUp(() => {
basic.showAnimation(`
basic.showLeds(`
. . # . .
. # # # .
# # # # #
@ -28,7 +28,7 @@ How about when the logo is down? We should display an arrow pointing downward!
```blocks
input.onLogoUp(() => {
basic.showAnimation(`
basic.showLeds(`
. . # . .
. # # # .
# # # # #
@ -37,7 +37,7 @@ input.onLogoUp(() => {
`)
})
input.onLogoDown(() => {
basic.showAnimation(`
basic.showLeds(`
. . # . .
. . # . .
# # # # #

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@ -44,7 +44,7 @@ input.onLogoUp(() => {
```blocks
input.onLogoDown(() => {
basic.plotImage(`
basic.showLeds(`
. . # . .
. . # . .
# # # # #

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@ -4,34 +4,50 @@ Learn how to create a rotating image with a while loop. #image #loop #while #do
This is the answer key for the [rotation animation quiz](/microbit/lessons/rotation-animation/quiz).
## 1. What is a "global variable"?
## 1. What is a " variable"?
Answers may vary. A global variable is a place where you can store data so that you can use it later in your code.
Answers may vary. A variable is a place where you can store data so that you can use it later in your code.
## 2. Consider the following directions
## 2. Write the code to create a ** variable** called `foo` that stores a boolean and initialize it to **false**.
Write the code to create a **global variable** called `foo` that stores a boolean and initialize it to **false**.
```
rotating = true
```blocks
let rotating = true;
```
## 3. Consider the following code
## 3. Explain what this line of code does.
```
```blocks
let rotating = true;
while (rotating) {
basic.showLeds(`
. . . . .
. . . . .
. . # . .
. . . . .
. . . . .
`)
basic.showLeds(`
. . . . .
. . . . .
. . . . .
. . . . .
. . . . .
`)
}
```
Explain what this line of code does.
<br/>
It is a **while** loop that will be executed only if the **global variable** called `rotating` is **true**.
It is a **while** loop that will be executed only if the ** variable** called `rotating` is **true**.
## 4. Consider the following code
## 4. If the rectangle below represents the BBC micro:bit, shade the areas that will be displayed. Explain why that particular area is shaded.
```
```blocks
basic.showAnimation(`
# . . . . . . # . . . . . . # . . . . .
. # . . . . . # . . . . . # . . . . . .
@ -41,7 +57,7 @@ basic.showAnimation(`
`, 400)
```
If the rectangle below represents the BBC micro:bit, shade the areas that will be displayed. Explain why that particular area is shaded.
![](/static/mb/lessons/rotation-animation-0.png)

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@ -10,26 +10,42 @@ Use this activity document to guide your work in the [rotation animation tutoria
Answer the questions while completing the tutorial. Pay attention to the dialogues!
## 1. What is a "global variable"?
## 1. What is a " variable"?
<br />
## 2. Write the code to create a global variable called foo that stores a boolean and initialize it to false.
## 2. Write the code to create a variable called foo that stores a boolean and initialize it to false.
<br/>
## 3. Explain why you use a while loop with a global variable
## 3. Explain why you use a while loop with a variable
```
```blocks
let rotating = true;
while (rotating) {
basic.showLeds(`
. . . . .
. . . . .
. . # . .
. . . . .
. . . . .
`)
basic.showLeds(`
. . . . .
. . . . .
. . . . .
. . . . .
. . . . .
`)
}
```
<br/>
## 4. Draw the areas on the micro:bits to illustrate the code below. Explain why you chose to draw in those areas.
```
```blocks
basic.showAnimation(`
# . . . . . . # . . . . . . # . . . . .
. # . . . . . # . . . . . # . . . . . .

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@ -13,14 +13,14 @@ Welcome! This tutorial will help you make a smiley face blink. Let's get started
Create an animation with an image displaying a smiley face and the next image with no LEDs lit up. This will make it look like the smiley face is blinking as the display switches between images.
```blocks
basic.showAnimation(`
basic.showLeds(`
. # . # .
. # . # .
. . . . .
# . . . #
. # # # .
`)
basic.showAnimation(`
basic.showLeds(`
. . . . .
. . . . .
. . . . .

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@ -8,14 +8,14 @@ Complete the [smiley activity](/microbit/lessons/smiley/activity) and your code
```blocks
basic.showAnimation(`
basic.showLeds(`
. # . # .
. # . # .
. . . . .
# . . . #
. # # # .
`)
basic.showAnimation(`
basic.showLeds(`
. . . . .
. . . . .
. . . . .
@ -33,14 +33,14 @@ Let's make add code that will run when button A is pressed!
```blocks
basic.showAnimation(`
basic.showLeds(`
. # . # .
. # . # .
. . . . .
# . . . #
. # # # .
`)
basic.showAnimation(`
basic.showLeds(`
. . . . .
. . . . .
. . . . .
@ -59,14 +59,14 @@ input.onButtonPressed(Button.A, () => {
Now, we want to show a frowny face when this button is pressed. Let's show the LEDs.
```blocks
basic.showAnimation(`
basic.showLeds(`
. # . # .
. # . # .
. . . . .
# . . . #
. # # # .
`)
basic.showAnimation(`
basic.showLeds(`
. . . . .
. . . . .
. . . . .
@ -74,7 +74,7 @@ basic.showAnimation(`
. . . . .
`)
input.onButtonPressed(Button.A, () => {
basic.showAnimation(`
basic.showLeds(`
. # . # .
. # . # .
. . . . .

View File

@ -51,7 +51,7 @@ basic.forever(() => {
. . # . .
`)
})
```blocks
```
Run your code in the simulator or download it to your BBC micro:bit to see what happens!

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@ -6,25 +6,59 @@ Coding challenges for snowflake fall.
Complete the [snowflake fall](/microbit/lessons/snowflake-fall/activity) activity and your code will look like this:
![](/static/mb/blocks/lessons/snowflake-fall-1.jpg)
```blocks
basic.forever(() => {
basic.showLeds(`
. . . . .
. . # . .
. # # # .
. . # . .
. . . . .
`)
basic.showLeds(`
. . # . .
. # . # .
# . . . #
. # . # .
. . # . .
`)
})
```
### Challenge 1
### @video td/videos/snowflake-fall-1
Let's begin creating our falling effect by adding another snowflake with `show LEDs` that displays a different snowflake pattern after the first one. We need 2 frames in the new animation that display both the first and the second snowflake images.
![](/static/mb/blocks/lessons/snowflake-fall-2.jpg)
* Run your program to see the cool animation.
### Challenge 2
### @video td/videos/snowflake-fall-2
To finalize our snowflake fall, let's add a different snowflake pattern.
![](/static/mb/blocks/lessons/snowflake-fall-3.jpg)
```blocks
basic.forever(() => {
basic.showLeds(`
. . . . .
. . # . .
. # # # .
. . # . .
. . . . .
`)
basic.showLeds(`
. . # . .
. # . # .
# . . . #
. # . # .
. . # . .
`)
basic.showLeds(`
. # . # .
# # # # #
. # . # .
# # # # #
. # . # .
`)
})
```
* Run your program and see if it works.

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@ -28,7 +28,24 @@ basic.forever(() => {
![](/static/mb/lessons/snowflake-fall-0.png)
![](/static/mb/blocks/lessons/snowflake-fall-5.png)
```blocks
basic.forever(() => {
basic.showLeds(`
. . . . .
. . # . .
. # # # .
. . # . .
. . . . .
`);
basic.showLeds(`
. . . . .
. . . . .
. . . . .
. . . . .
. . . . .
`)
});
```
## 4. Write the code for a forever loop and show LEDS for these images!
@ -36,5 +53,21 @@ basic.forever(() => {
![](/static/mb/lessons/snowflake-fall-2.png)
![](/static/mb/blocks/lessons/snowflake-fall-6.png)
```blocks
basic.forever(() => {
basic.showLeds(`
. . . . .
. . # . .
. # # # .
. . # . .
. . . . .
`);
basic.showLeds(`
# # # # #
# # . # #
# . # . #
# # . # #
# # # # #
`)
});
```

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@ -12,19 +12,95 @@ Welcome! This guided tutorial will teach how to program a script that randomly p
Let's begin by adding an `on shake` condition to know when the micro:bit is shaken.
![](/static/mb/blocks/lessons/spinner-0.jpg)
```blocks
input.onGesture(Gesture.Shake, () => {
})
```
Now let's randomly generate a number from 0 to 3 so that we can randomly display an arrow in a given direction.
![](/static/mb/blocks/lessons/spinner-1.jpg)
```blocks
input.onGesture(Gesture.Shake, () => {
let randomArrow = Math.random(4)
if (randomArrow = 3) {
basic.showLeds(`
. . # . .
. # # # .
# # # # #
. . # . .
. . # . .
`)
}
})
```
Now let's handle each of the cases by displaying the appropriate arrow. (Let's display an up arrow if `random arrow` is 0.
![](/static/mb/blocks/lessons/spinner-2.jpg)
```blocks
input.onGesture(Gesture.Shake, () => {
let randomArrow = Math.random(4)
if (randomArrow = 3) {
basic.showLeds(`
. . # . .
. # # # .
# # # # #
. . # . .
. . # . .
`)
}
if (randomArrow = 2) {
basic.showLeds(`
. . # . .
. . # . .
# # # # #
. # # # .
. . # . .
`)
}
})
```
Now let's handle the rest of the cases for `random arrow`.
![](/static/mb/blocks/lessons/spinner-3.jpg)
```blocks
input.onGesture(Gesture.Shake, () => {
let randomArrow = Math.random(4)
if (randomArrow = 3) {
basic.showLeds(`
. . # . .
. # # # .
# # # # #
. . # . .
. . # . .
`)
}
if (randomArrow = 2) {
basic.showLeds(`
. . # . .
. . # . .
# # # # #
. # # # .
. . # . .
`)
}
if (randomArrow = 1) {
basic.showLeds(`
. . # . .
. # # . .
# # # # #
. # # . .
. . # . .
`)
}
})
```
### ~avatar avatar

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@ -6,21 +6,164 @@ Create an arrow that randomly points to a player.
Complete the following [guided tutorial](/microbit/lessons/spinner/activity), your code should look like this:
![](/static/mb/blocks/lessons/spinner-3.jpg)
```blocks
input.onGesture(Gesture.Shake, () => {
let randomArrow = Math.random(4)
if (randomArrow = 3) {
basic.showLeds(`
. . # . .
. # # # .
# # # # #
. . # . .
. . # . .
`)
}
if (randomArrow = 2) {
basic.showLeds(`
. . # . .
. . # . .
# # # # #
. # # # .
. . # . .
`)
}
if (randomArrow = 1) {
basic.showLeds(`
. . # . .
. # # . .
# # # # #
. # # . .
. . # . .
`)
}
})
```
### Challenge 1
Modify the random number generator so that it can include new arrows we will create in the next challenge.
![](/static/mb/blocks/lessons/spinner-4.jpg)
```blocks
input.onGesture(Gesture.Shake, () => {
let randomArrow = Math.random(8)
if (randomArrow = 3) {
basic.showLeds(`
. . # . .
. # # # .
# # # # #
. . # . .
. . # . .
`)
}
if (randomArrow = 2) {
basic.showLeds(`
. . # . .
. . # . .
# # # # #
. # # # .
. . # . .
`)
}
if (randomArrow = 1) {
basic.showLeds(`
. . # . .
. # # . .
# # # # #
. # # . .
. . # . .
`)
}
})
```
* Do **not** run the code yet because it will not work until you have conditions for every random number.
### Challenge 2
Let's add four more arrows that point diagonally.
Let's add more arrows that point diagonally.
```blocks
input.onGesture(Gesture.Shake, () => {
let randomArrow = Math.random(8)
if (randomArrow = 7) {
basic.showLeds(`
. . # . .
. # # # .
# # # # #
. . # . .
. . # . .
`)
}
if (randomArrow = 6) {
basic.showLeds(`
. . # . .
. . # . .
# # # # #
. # # # .
. . # . .
`)
}
if (randomArrow = 5) {
basic.showLeds(`
. . # . .
. # # . .
# # # # #
. # # . .
. . # . .
`)
}
if (randomArrow = 4) {
basic.showLeds(`
. . # . .
. . . # .
# # # # #
. . . # .
. . # . .
`)
}
if (randomArrow = 3) {
basic.showLeds(`
# # # # #
# # # # .
# # # # .
# . . # .
. . . . #
`)
}
if (randomArrow = 2) {
basic.showLeds(`
# # # # #
# # # # #
. . # # #
. # . # #
# . . . #
`)
}
if (randomArrow = 1) {
basic.showLeds(`
# . . . #
# # . # .
# # # . .
# # # # .
# # # # #
`)
}
})
```
![](/static/mb/blocks/lessons/spinner-5.jpg)
* Run your code to see if it works as expected

View File

@ -14,7 +14,7 @@ Write the line of code to measure the acceleration and then store in it a variab
<br/>
```
```blocks
let accX_ = input.acceleration("x")
```
@ -26,9 +26,9 @@ After storing the acceleration in a variable, write the code to show acceleratio
<br/>
```
```blocks
let accX = input.acceleration("x")
basic.showNumber(accX_, 150)
basic.showNumber(accX, 150)
```
Note: make sure the same variable name ("acc x" in this case) is the same in both lines of code..

View File

@ -1,8 +0,0 @@
# catch the egg
Programming a game of 'catch the egg' using the accelerometer in Touch Develop #docs #functions #var
Programming a game of 'catch the egg' using the accelerometer
* [tutorial](/microbit/lessons/catch-the-egg-game/tutorial)
* [challenges](/microbit/lessons/catch-the-egg/challenges)