Elementary School course

Game Design 102

  • GRADES 3-5
  • INTERMEDIATE
  • WEB
  • 24 LESSONS

Answer Key

Module 2: Bouncing Ship

Module 4: Crazy Ship

Module 5: Follow the Leader

Module 7: Car Chase

Module 9: Create an Obstacle Course

U.S. Standards

  • CCSS-Math: MP.1
  • CCSS-ELA: RF.1.1, RF.2.4, RF.2.4.A, RF.3.4.A, RF.4.4.A, RI.2.6
  • CSTA: 1B-AP-10, 1B-AP-11, 1B-AP-15
  • CS CA: 3-5.AP.12, 3-5.AP.13, 3-5.AP.17
  • ISTE: 1.c, 1.d, 4.d, 5.c, 5.d, 6.b

Lesson 4: Obstacle Course

Course: | Web

  • Bouncing Ship Example
  • Bouncing Ship
  • Crazy Ship Example
  • Crazy Ship
  • Follow the Leader
  • Car Chase Example
  • Car Chase
  • Obstacle Course Example
  • Create an Obstacle Course

Description

Help your students advance their game design skills. They complete BeatBot Challenge by making the robot moonwalk and respond to different kinds of messages. Then they build Paint Racer, a pen-drawing game, and learn about angles, color, direction, and positioning. Upon completing this course, students will have a good understanding of a number of intermediate programming concepts such as conditional statements, messaging, timers, random numbers, and positioning using x- and y-coordinates.

Topics Covered: Draw geometric patterns using pen-based drawing primitives to manipulate angles, direction, sizes, and color. Learn about timers, random numbers, interactions between objects, and special effects.

What Students Learn

  • Using loops for repetition
  • Programming conditional logic
  • Debugging programs
  • Sequencing tasks
  • Recognizing patterns
  • Using automation
  • Problem solving
  • Algorithmic thinking
  • Problem solving
  • Programming music using notes, tempo, and instruments
  • Drawing shapes and patterns using pen drawing commands
  • Programming fluid motion with keyboard control
  • Controling actors using messaging
  • Building customized versions of classic arcade games

Technical Requirements

* Online courses require a modern desktop computer, laptop computer, Chromebook, or Netbook with Internet access and a Chrome (29+), Firefox (30+), Safari (7+), or Edge (20+) browser. No downloads required.

Lesson 4 : Obstacle CourseTime: 60+ mins

Time: 60+ minutes

Introduction

Code Blocks

Vocabulary

Objectives

Materials

Warm-Up (15 minutes)

Activities (45 minutes)

Facilitate as students complete all Obstacle CourseTime: 60+ mins modules on their own:

1. Bouncing Ship Example (Example)
2. Bouncing Ship (DIY)
3. Crazy Ship Example (Example)
4. Crazy Ship (DIY)
5. Follow the Leader (Puzzle)
6. Car Chase Example (Example)
7. Car Chase (DIY)
8. Obstacle Course Example (Example)
9. Create an Obstacle Course (DIY)

Extended Activities (10 minutes)