pxt-calliope/docs/reference/js/lessons/bounce-image.md
2016-04-13 08:27:45 -07:00

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# bounce image lesson
scroll an image across the screen.
### @video td/videos/bounce-image-0
## Topic
Basic- Show Animation
## Quick Links
* [tutorial](/lessons/bounce-image/tutorial)
* [quiz](/lessons/bounce-image/quiz)
* [quiz answers](/lessons/bounce-image/quiz-answers)
* [challenges](/lessons/bounce-image/challenges)
## Class
Year 7
## Prior learning / place of lesson in scheme of work
Learn how to creating an **animation**, `basic->show animation` to display a series of images. We will be learning how to create a counter app using a forever loop, the input on shake, and show animation.
## What the teacher needs to know / QuickStart Computing Glossary
* Algorithm: An unambiguous set of rules or a precise step-by-step guide to solve a problem or achieve a particular objective.
* Command: An instruction for the computer to execute, written in a particular programming language.
* 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.
* Loop: A block of code repeated automatically under the programs control.
* 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.
* 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.
## Documentation
* **forever** : [read more...](/reference/basic/forever)
* **show animation** : [read more...](/reference/basic/show-animation)
* **on shake** : [read more...](/reference/input/on-gesture)
## Resources
* Activity: [tutorial](/lessons/bounce-image/tutorial)
* Activity: [quiz](/lessons/bounce-image/quiz)
* Extended Activity: [challenges](/lessons/bounce-image/challenges)
## Objectives
* learn how to repeat code in the background forever
* learn how to show a series of image frames on the LED screen, pausing the specified time after each frame
* learn how to run code when the micro:bit is shaken; when running code in the web browser, moving the mouse quickly simulates shaking
## Links to the National Curriculum Programmes of Study for Computing
## Progression Pathways / Computational Thinking Framework
#### Algorithms
* Uses diagrams to express solutions.(AB)
* Uses logical reasoning to predict outputs, showing an awareness of inputs (AL)
* 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)
* Selects the appropriate data types(AL) (AB)
#### Hardware & Processing
* Knows that computers collect data from various input devices, including sensors and application software (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)
* 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.
* [tutorial](/lessons/bounce-image/tutorial)
* [quiz](/lessons/bounce-image/quiz)
## Extended Activity
* time: 20 min.
* [challenges](/lessons/bounce-image/challenges)
## Homework
* Extended Activity: [challenges](/lessons/bounce-image/challenges)
## Intended follow on
Publish script to the classroom.