124 lines
5.7 KiB
Markdown
124 lines
5.7 KiB
Markdown
# transformers lesson
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use functions to return values.
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## Topic
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Return
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## Quick Links
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* [tutorial](/lessons/transformers/tutorial)
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* [quiz](/lessons/transformers/quiz)
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* [quiz answers](/lessons/transformers/quiz-answers)
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* [challenges](/lessons/transformers/challenges)
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## Class
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Year 7
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## Prior learning/place of lesson in scheme of work
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Learn how to create **functions**, ` function() ` to make your code easier to read, debug, and update. We will be learning how to create functions as well as a global variable, input on button pressed as well simple commands such as show number.
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## What the teacher needs to know
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* Algorithm: An unambiguous set of rules or a precise step-bystep guide to solve a problem or achieve a particular objective.
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* Command: An instruction for the computer to execute, written in a particular programming language.
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* 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.
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* Decomposing: The process through which problems or systems are broken down into their component parts, each of which may then be considered separately.
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* Hardware: The physical systems and components of digital devices; see also software.
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* Input: Data provided to a computer system, such as via a keyboard, mouse, microphone, camera or physical sensors.
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* 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.
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* Programmable toys: Robots designed for children to use, accepting input, storing short sequences of simple instructions and moving according to this stored program.
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* 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.
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* Script: A computer program typically executed one line at a time through an interpreter, such as the instructions for a Scratch character.
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* Selection: A programming construct in which one section of code or another is executed depending on whether a particular condition is met.
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* Sequence: To place program instructions in order, with each executed one after the other.
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* 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.
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* 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.
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**QuickStart Computing Glossary
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## Documentation
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* **function** : [read more...](/js/function)
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* **return** : [read more...](/js/return)
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* **call** : [read more...](/js/call)
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* **global variable** : [read more...](/js/data)
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* **on button pressed** : [read more...](/reference/input/on-button-pressed)
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* **local variable** : [read more...](/reference/variables/var)
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* **show number** : [read more...](/reference/basic/show-number)
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## Resources
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* Activity: [tutorial](/lessons/transformers/tutorial)
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* Activity: [quiz](/lessons/transformers/quiz)
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* Extended Activity: [challenges](/lessons/transformers/challenges)
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## Objectives
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* learn how to create a function that performs a specific task to make your code easier to read, debug, and update
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* learn how the return statement exits a function and returns a value to the code
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* learn how to call an existing function in your script
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* learn how to create a global variable to store data so that you can use it later in your code and accessible across functions and in nested code blocks
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* learn how to run code when an input button is pressed
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* learn how to create a local variable to store data, so that you can use it in your code
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* learn how to show a number on the LED screen
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## Links to the National Curriculum Programmes of Study for Computing
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## Progression Pathways / Computational Thinking Framework
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#### Algorithms
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* Uses diagrams to express solutions.(AB)
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* Uses logical reasoning to predict outputs, showing an awareness of inputs (AL)
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* Designs solutions by decomposing a problem and creates a sub-solution for each of these parts. (DE) (AL) (AB)
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* Represents solutions using a structured notation (AL) (AB)
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#### Programming & Development
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* Creates programs that implement algorithms to achieve given goals (AL)
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* Declares and assigns variables(AB)
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* Uses a variable and relational operators within a loop to govern termination (AL) (GE)
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* Uses a range of operators and expressions e.g. Boolean, and applies them in the context of program control. (AL)
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* Selects the appropriate data types(AL) (AB
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#### Data & Data Representation
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* Uses filters or can perform single criteria searches for information.(AL)
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* Defines data types: real numbers and Boolean (AB)
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#### Hardware & Processing
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* Knows that computers collect data from various input devices, including sensors and application software (AB)
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#### Information Technology
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* Collects, organizes, and presents data and information in digital content (AB)
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* Makes appropriate improvements to solutions based on feedback received, and can comment on the success of the solution (EV)
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* Recognises ethical issues surrounding the application of information technology beyond school.
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Computational Thinking Concept: AB = Abstraction; DE = Decomposition; AL = Algorithmic Thinking; EV = Evaluation; GE = Generalisation
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## Activity
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* time: 20 min.
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* [tutorial](/lessons/transformers/tutorial)
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* [quiz](/lessons/transformers/quiz)
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## Extended Activity
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* time: 20 min.
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* [challenges](/lessons/transformers/challenges)
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## Homework
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* Extended Activity: [challenges](/lessons/transformers/challenges)
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## Intended follow on
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Publish script to the classroom.
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