%` l iCompute...Kodu - Activity 3 4 Let’s make the game fairer by programming Kodu to move and...
Transcript of %` l iCompute...Kodu - Activity 3 4 Let’s make the game fairer by programming Kodu to move and...
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iCompute
Code Book
Learn Progra
mming
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iCompute
Code Book
Learn Progra
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www.icompute-uk.com
Learning to program is easy with iCompute. This workbook is designed to complement our best
selling whole-school computing scheme of work - iCompute for Primary Schools. It is matched to our
Year 3 curriculum but can be used independently and flexibly to suit the needs of your pupils.
The four workbooks in the series are loosely based on computing progression from Year 3 to Year 6 in
Primary Key Stage 2.
Following the creative and fun activities enables children to practice what they have learned, develop
and consolidate their computational thinking and coding skills.
Book 1 Code Book
For Scratch 2.0 visit http://icomp.site/scratch-2
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Activity 3
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Activity 3 Animation
In this activity you will program a sprite to appear to walk.
Mapped to iProgram Unit 3.2.3
Start a new project and delete the cat. Now, we’ll add a backdrop to our project
by selecting
Choose a backdrop.
The backdrop will appear in your stage
list.
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2
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Next, we’ll add a sprite to the stage that
we will program to walk.
Open the sprite library by selectingHover your mouse over a sprite to see its
animation and choose a walking sprite.
Drag to position and resize if necessary.
Click on the Costumes tab to open the costumes pane.
Notice there is more than one costume for
your sprite.
These are the sprites walking poses.
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Activity 3
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4
Press to execute your code.
Now add another walking sprite to the
stage.
This time we will program it to ‘walk’ using
arrow keys.
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6
To make our sprite look like it is walking
across the stage we need to switch
between the walking poses.
Select the code tab, drag out a Greenflag clicked block and attach a repeat block. Change the value to 40.
We need to swap costume every few
steps.
Snap a next costume block from the
Looks palette inside the repeat block. Add a move _ steps block and a block to
set your sprite at the start each time.
Drag a When _ key pressed from the
events palette. Enter ‘up arrow’
Snap 2 switch costume to blocks to it
Make sure each has a different
costume. What do you see?
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Activity 3
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The sprite is moving too quickly for you to
see.
We need to add a wait block to slow things down.
Snap a wait block between them.
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9 Now lets make the sprite ‘walk’ forever when the key is pressed.
Snap a forever block around the costume animation.
Then add a move block.
¬ Change the wait time. What happens?
¬ Change the move steps. What happens?
¬ Stop the sprite walking off the end of the stage.
¬ Use Scratch drawing tools to draw your own sprite with at least two walking poses.
¬ Change your code so that the user moves one of the sprite using arrow keys.
Next Steps
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iCompute
Code Book
Learn Progra
mming
P���t���B��� �
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www.icompute-uk.com
Learning to program is easy with iCompute. This workbook is designed to complement our best
selling whole-school computing scheme of work - iCompute for Primary Schools. It is matched to our
Year 4 curriculum but can be used independently and flexibly to suit the needs of your pupils.
The four workbooks in the series are loosely based on computing progression from Year 3 to Year 6 in
Primary Key Stage 2.
Following the creative and fun activities enables children to practice what they have learned, develop
and consolidate their computational thinking and coding skills.
Book 2 Code Book
Download Robomind at:icomp.site/links
Download iCompute’s Robomind maps at: icomp.site/icomp-robo-maps
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Activity 5
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For this activity you will need iCompute maps Resource4.2.5a; Resource4.2.5b; Resource4.2.5c and Resource4.2.5d
Activity 5 Decisions Decisions…
Open Robomind and open the map
Resource4.2.5a.map
Select Edit à Insert à Conditions and choose the first ‘if’ statement in the list.
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Now we will add the condition to test
whether it is true or false.
Select Insert à See and click frontIsBeacon
Now put your cursor inside the if
statement’s curly brackets
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This is inserted in the script area
if ( ) { }
Using your mouse, put your keyboard
cursor inside the if statement’s curved
brackets if(é)
In this activity you will program something to happen depending upon whether something is true or false
Mapped to iProgram Unit 4.2.5
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Activity 5
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For this activity you will need iCompute maps Resource4.2.5a; Resource4.2.5b; Resource4.2.5c and Resource4.2.5d
We want to program the robot to pick up
the beacon if it is in front of it.
Choose Insert à Grab à pickUp
Now execute your code by clicking
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We need to program the robot to keep
turning until the beacon is in front.
Open the map Resource4.2.5b.map
Write some code that makes the robot turn
and pick up the beacon if it is in front.
Repeat step 5 for Resource4.2.5c.map and
Resource4.2.5d.map
Then, using a repeat loop, program the robot to keep turning, picking up the
beacon if it is in front. Then add a break. This code should work for all the maps!
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6
You could use a repeatwhile loop and test the frontIsClear condition here.
¬ Using squared grid paper, design your own simple map for Robo that involves
repetition and conditions
¬ Design a program using repeats and if statements to make Robo pick up the beacon
¬ Now use icomp.site/robo-map to make your map into a map that Robomind can use¬ Download the map to your computer and challenge a friend to open it in Robomind
and program Robo to pick up the beacon
Next Steps
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iCompute
Code Book
P���t���B��� �
Learn Programming
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www.icompute-uk.com
Learning to program is easy with iCompute. This workbook is designed to complement our best
selling whole-school computing scheme of work - iCompute for Primary Schools. It is matched to our
Year 5 curriculum but can be used independently and flexibly to suit the needs of your pupils.
The four workbooks in the series are loosely based on computing progression from Year 3 to Year 6 in
Primary Key Stage 2.
Following the creative and fun activities enables children to practise what they have learned, develop
and consolidate their computational thinking and coding skills.
Book 3 Code Book
Access Scratch at: icomp.site/scratch-3
Download Microsoft Kodu at:
icomp.site/download-kodu
Download supporting resources at: icomp.site/codebook-3-resources
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Kodu - Activity 3For this activity you need Kodu program file Resource5.3.3a.kodu
Activity 3 Jumping with keys
1
Let’s add some code so that the cycle
scores a point each time a missile hits
Kodu.
Program the cycle with:
WHEN DO
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3
In this activity you will program a cycle to respond to user input
Locate Resource5.3.3a on your network
and open it with Kodu.
Press , select the object tool
then right click the cycle and choose
‘program’.
Now add a new row
WHEN Next click the DO stack and click actions, more and add a jump tile.
Execute
Mapped to iProgram Unit 5.3.3
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Kodu - Activity 3
4 Let’s make the game fairer by programming Kodu to move and return
fire.
Select the object tool and choose
Kodu, then ‘Program’
Program Kodu so that WHEN
DO .
Then WHEN DO
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¬ Add some obstacles to the world for the cycle to avoid
¬ Program the cycle to be damaged when it bumps an obstacle or is hit by a missile, or
reduce points scored when hit
¬ Add terrain to the world so that the cycle does not have so far to jump over water
¬ Add obstacles for the cycle to collect (E.g. apples, hearts or coins) and score points
when collected
¬ Program the game to end when a certain number of points are scored
Next Steps
-
iCompute
Code Book
Learn Progra
mming
P���t���B��� �
-
www.icompute-uk.com
Learning to program is easy with iCompute. This workbook is designed to complement our best
selling whole-school computing scheme of work - iCompute for Primary Schools. It is matched to our
Year 5 curriculum but can be used independently and flexibly to suit the needs of your pupils.
The four workbooks in the series are loosely based on computing progression from Year 3 to Year 6 in
Primary Key Stage 2.
Following the creative and fun activities enables children to practise what they have learned, develop
and consolidate their computational thinking and coding skills.
Book 4 Code Book
Access Scratch at: icomp.site/scratch-3
Access BitsBox at: http://icomp.site/bitsbox-hoc
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Bitsbox - Activity 4
Activity 4 Jolly Good Coding!
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Next, we will program a function that is
called when the present is tapped.
Program the present to disappear, and
then reappear at a random position.
Get creative by adding sounds and effects!
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3
In this activity you create an app to catch falling presents
Create a new blank Bitsbox app.
Start by filling the canvas with a Christmas
themed background.
Then add a stamp for Santa and a stamp
for a present. Add a song for extra
Christmas Spirit!
We need to make a loop for Santa to fly.
We also need presents to drop randomly.
This can go inside our loop too.
The wrap() function makes the objects scroll (reappear on screen when they hit
the screen edge)
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Bitsbox - Activity 4
¬ You could add another sprite and program it to throw snowballs at Santa’s sleigh
¬ Add a message and program it to move on the screen – E.g. Happy Christmas or Ho Ho
Ho!
¬ Can you use basic shapes to draw a snowman?
You could use circle commands to draw circles of different sizes for the head, body,
eyes, buttons and lines for nose, mouth and arms. Make it as
detailed as you can!
4 Let’s make things more Christmassy by programming snow to fall!
We need to create a new function for that.
Remember to call the function from inside
the main function loop.
Now we have a working app, explore lots
of different Bitsbox features like sound,
songs, fills and stamps.
Combine them with commands to improve
your app and get Jolly Good at coding!
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Next Steps
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