6.9 KiB
6.9 KiB
offset image lesson
shift an image horizontally across the display with offset.
@video td/videos/offset-image-0
Topic
If Conditionals
Quick Links
Class
Year 7
Prior learning/place of lesson in scheme of work
Learn how to offset image with a conditional If, if condition then
to run code depending on whether a condition is true or not. We will be learning how to offset image using a local variable, forever loop, the conditional If, input on button pressed, as well as simple commands, such as show string, create image and image show image.
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.
- Computational thinking: Thinking about systems or problems in a way that allows computer systems to be used to model or solve these.
- 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.
- Decomposing: The process through which problems or systems are broken down into their component parts, each of which may then be considered separately.
- Hardware: The physical systems and components of digital devices; see also software.
- Loop: A block of code repeated automatically under the program’s control.
- 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.
- Repetition: Executing a section of computer code a number of times as part of the program.
- 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
- ** global variables ** : read more...
- ** assignment operator ** : read more...
- ** forever ** : read more...
- ** If ** : read more...
- show string : read more...
- create image : read more...
- show image : read more...
- on button pressed : read more...
Resources
- Activity: tutorial
- Activity: quiz
- Extended Activity: challenges
Objectives
- learn how to a create a global variable as a place where you can store and retrieve data, accessible across functions and in nested code blocks
- learn how to set and change the value of a global variable
- 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 show a string on the LED screen
- learn how to create an Image to show on the micro:bit's LED screen
- learn how to show an Image on the micro:bit's LED screen
- learn how to run code when an input button is pressed
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)
- Designs solutions by decomposing a problem and creates a sub-solution for each of these parts. (DE) (AL) (AB)
- Recognises that different solutions exist for the same problem (AL) (AB) 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)
- 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
- Uses filters or can perform single criteria searches for information.(AL)
- Performs more complex searches for information e.g. using Boolean and relational operators(AL) (GE) (EV)
- Defines data types: real numbers and Boolean (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
Extended Activity
- time: 20 min.
- challenges
Homework
- Extended Activity: challenges
Intended follow on
Publish script to the classroom.