# pong lesson code your own game of Pong on the @boardname@. #. ## Topic Functions ## Quick Links * [tutorial](/lessons/pong/tutorial) * [quiz](/lessons/pong/quiz) * [quiz answers](/lessons/pong/quiz-answers) ## 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 user’s name. **QuickStart Computing Glossary ## Documentation * **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) * **Boolean** : [/td/Boolean]() * **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) ## Resources * Activity: [tutorial](/lessons/pong/tutorial) * Activity: [quiz](/lessons/pong/quiz) ## 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 * learn how to show a string on the @boardname@'s LED screen * 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. * [tutorial](/lessons/pong/tutorial) ## Extended Activity * time: 20 min. * [quiz](/lessons/pong/quiz) ## Homework * Extended Activity: [quiz](/lessons/pong/quiz) ## Intended follow on Publish script to the classroom.