2.6 KiB
2.6 KiB
pogo lesson
create a game that relies on precise instincts and timing reflexes #if # #function #data #forever #var #button #if #assignment #pause #string #number #docs
Topic
Running Time
Quick Links
Class
Year 7
Prior learning/place of lesson in scheme of work
Learn how to use running time. We will be learning how to create a pogo game using variables, forever loop, conditionals, on button pressed, as well as simple commands, such as show LEDs and clear screen.
Documentation
- variable : read more...
- arithmetic operator : read more...
- forever : read more...
- on button pressed : read more...
- if : read more...
- clear screen : read more...
- show LEDs : read more...
Objectives
- learn how to create a function as a unit of code that performs a specific task and returns a result
- learn how arithmetic operators operate on numbers and return a number
- 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 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 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
Computational Thinking Concept: AB = Abstraction; DE = Decomposition; AL = Algorithmic Thinking; EV = Evaluation; GE = Generalisation