Conditionals updates (#474)

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dkiang 2017-08-01 05:47:43 -07:00 committed by Peli de Halleux
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# Conditional statements
![Rainbow Road](/static/courses/csintro/conditionals/cover.jpg)
This lesson introduces the Logic blocks such as 'If...then' and 'If...then...else'.
Students practice skills of creativity, problem-solving, and collaboration.

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![Rock, paper, scissors](/static/courses/csintro/conditionals/rock-paper-scissors.png)
## Introduce activity
* Have students recall the classic rock paper scissors game.
* What are the rules of the game? What are the conditionals?
>Example: If Player A gets rock, and Player B gets scissors, Then Player A wins.
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* Point out that because there are only three possibilities, we dont need to do a separate check to see if random number = 2. So we just use an else.
## micro:bit
* Working from the specifications, have students work in pairs to try to code a Rock Paper Scissors game on their own.
* If students get stuck, there is a tutorial at [rock, paper, scissors](/projects/rock-paper-scissors) (steps 1 through 4), that leads students step-by-step through the process of coding a working rock paper scissor game for their micro:bit.
* Let them play the game against their program.
## Ideas for Mods
* Add a way to keep score: Steps 5 through 7 in the tutorial
* Mod the game to use different images or to add more options like Rock Paper Scissors Lizard Spock, Step 8 in the tutorial

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# Introduction
Computer programs are instructions telling the computer how to process input and deliver output.
An important part of programming is telling the computer WHEN to perform a certain task.
For this, we use something called conditionals.  Conditionals get their name because a certain Condition or Rule has to be met.
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The ELSE portion makes sure that a different action is performed in either case. Without the ELSE action, your students might be barefoot!
![If-Then workflow](/static/courses/csintro/conditionals/if-then-workflow.png)
![If-Then workflow](/static/courses/csintro/conditionals/flowchart.PNG)
Tell the students that they will be acting out some conditionals as though the whole class is a computer program for a game. Each student will perform a described action if the indicated condition is met.

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# Project: Board Game
![Close-up of game tokens](/static/courses/csintro/conditionals/game-pieces.jpg)
This is an assignment for students to create a board game. It should take two to three class periods. If your school has a makerspace or an art classroom where students can access materials such as cardboard, poster paints, or markers, you might schedule your classes to work there.
Once students have finished the first version of their games, schedule time for students to play each others games. Ideally, give them some time to give and gather feedback, then revise their games accordingly.
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Ideally, students should be writing their own versions of micro:bit programs to do something original.
Here is one simple program to discuss and use as an example:
Battle Game Pieces
![Close-up of game tokens](/static/courses/csintro/conditionals/battle-pieces.jpg)
### Battle pieces
In this example, pieces start out at full strength and lose points based on random events on the board. When two pieces meet on the same space, they battle.
* Press A to enter the strength of piece A.
* Then press B to enter the strength of piece B.
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Finished game
![micro:bit holder square](/static/courses/csintro/conditionals/microbit-holder.jpg)
micro:bit Holder
micro:bit holder
![Game pieces](/static/courses/csintro/conditionals/game-pieces.jpg)
Game pieces

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# Unplugged: Red light, green light
![Red and green stoplight](/static/courses/csintro/conditionals/red-light-green-light.jpg)
![Red and green stoplight](/static/courses/csintro/conditionals/traffic-light.png)
## Objective
To reinforce the programming of basic conditionals by having students experience conditionals through acting them out in real life.

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