Students learn augmented reality coding concepts such as motion sensing, color calibration and gesture detection to build interactive experiences.
- GRADES 5-7
- WEB IPAD
Module 4: Bouncy Ball
Module 6: Silly Spinning
Module 8: Do The Wave
Module 9: Quiz
Lesson: Motion Direction
Time: 45+ mins
IntroductionIn this lesson, students will use coding concepts to track the direction of real-world motion on an Actor. Activities include programming a ball Actor to bounce around the Stage, using the direction block with Tynker’s physics engine, and programming Actors to “do the wave!”
New Code Blocks
: Track what angle the direction is moving behind the Actor. : Point the Actor in the direction of motion behind it. : If the specified parameter is true, make the Actor repeat this loop over and over. : Apply an impulse of the specified value in the direction of the movement behind the Actor. : React when the specified amount of motion in the video is detected. : If the condition is true, then run the code inside the “if” case. Otherwise, run the code inside the “else” case. : Listen for a message or broadcast from other scripts before activating. : Broadcast a message to the program and wait until all activated scripts finish running. :Animate the Actor to use its built-in animation. : Set the angular velocity to the specified value, which affects how fast and in which direction (right or left) the Actor spins.
- Motion direction: Direction that’s assigned a value between -180 to 180, where motion moving to the right is assigned a positive value, and motion moving to the left is assigned a negative value
- Video frame: A parameter that lets you take a picture from the video feed
- Impulse: Motion produced by movement
- Use the “video direction on Actor” block to program a ball Actor to bounce around the Stage
- Use the direction block with Tynker’s physics engine to program ball Actors to spin in the correct direction when there is motion behind it
- Use motion direction to program Actors to “do the wave"
- Computers or iPads (1 per student) with a working camera and student account access to Tynker.com
- Paper and markers
Warm-Up (10 minutes)1. Pair up students and tell them to list at least two advantages and two disadvantages of augmented reality. For example—
- Advantage: Create a new gaming experience, can use in schools to make learning more fun
- Disadvantage: Need a compatible device, might not always work as expected
Getting Started (5 minutes)1. Use your projector to display “Module 2: Concepts.”
2. Play each concept (Tracking Motion Direction, Using Motion Direction) and read the captions to the class.
Activities (30 minutes)Facilitate as students complete all Motion Direction modules on their own:
1. Introduction (Video)
- This short video introduces the Motion Direction lesson.
- This video introduces two coding concepts: “Tracking Motion Direction” and “Using Motion Direction.”
- The “video direction on Actor” block is introduced.
- This short video introduces the Bouncy Ball puzzle module.
- In this puzzle module, students will program a ball Actor to move in the direction of the video motion behind it!
- How to play: How to play: Tell students to bounce the ball with their arm or hands.
- This short video introduces the Silly Spinning DIY (do it yourself) activity.
- In this DIY, students will use the direction block with Tynker’s physics engine to program ball Actors to spin in the correct direction when there is motion behind it.
- How to play: Tell students to move their hand on the ball Actors to spin them in different directions. Encourage them to make it look like they’re balancing a spinning basketball on their finger.
- This short video introduces the Do the Wave DIY activity.
- In this DIY, students will animate different Actors to respond to hand gestures.
- How to play: Tell students to swipe their hand left and right to make a line of Actors “do the wave.”
- Students will be tested on Motion Direction concepts.
Optional Activities (20 minutes)Review Questions
Discuss the following with students:
- What is direction of motion? (an assigned value between -180 to 180) How is it different from amount of motion? (amount of motion is movement that doesn’t have a
- range of direction between -180 to 180) What does the value of the direction of motion mean? (Angle)
- What are some ways you could use direction of motion in projects?
CCSS-ELA: SL.3.1, SL.3.3, SL.4.1, SL.4.1.C, SL.5.1, SL.5.1.C, SL.5.1.D, SL.6.1, SL.6.1.C, SL.7.1, SL.7.1.C, SL.7.1.D, SL.8.1, SL.8.1.C, SL.8.1.D
CSTA: 1A-AP-09, 1A-AP-10, 1A-AP-11, 1A-AP-14