Programming 201 Lesson Plan

Lesson: Animation with Movement
Time: 60+ mins

Introduction

So far students have learned how to animate an Actor, add multiple animations, and program the Actor to move in four different directions. In this lesson, students will expand on these concepts by using code blocks to send a message to make an Actor move, animate, and play a sound at the same time!

New Code Blocks

  • : Change the score variable by the specified amount.

Vocabulary

  • None

Objectives

Students will...
  • Use code blocks to combine animation with movement
  • Use code blocks to send a message to make an Actor move, animate, and play a sound
  • Create a dancing game

Materials

  • Computers, laptops, or mobile devices (1 per student) with student account access to Tynker.com
  • OPTIONAL: Device with microphone access (needed for the bonus section in “Module 6: Music Loop”)

Warm-Up (15 minutes)

Ask students to write down their answer to this short-response question:
  • If you created a music game, describe what it would be like. What is the goal? How do you play? Is there a time limit? List at least two code blocks you would use and describe how you would apply it to your game.

Activities (45 minutes)

Facilitate as students complete all Animation with Movement modules on their own:
1. Introduction (Video)
  • Students will view a short video that introduces today’s lesson.
  • Optional: Read the captions out loud to your students.
2. Moonwalk Example (Example)
  • Students will preview a project where the BeatBot moonwalks when the “Moonwalk” button is pushed, then students will create their own version in the next module!
3. BeatBot Moonwalk (DIY)
  • In this DIY (do-it-yourself) project, students will follow step-by-step directions to send a message to the BeatBot and make the BeatBot moonwalk.
  • This project reinforces costume animation and messaging, with an added element of movement.
  • Did students finish early? Direct their attention to the bonus section in “Step 5” of the tutorial, which encourages students to create flashy dance moves. Note that the necessary code blocks for the bonus section are provided.
  • Optional: Encourage students to experiment with different sound effects and values for the “wait” block. Who can make the smoothest moonwalking BeatBot?
4. Do the Moonwalk (Puzzle)
  • To solve this puzzle module, students will need to program the BeatBot to dance.
  • Optional: Ask students, “How can we make the BeatBot moonwalk left and then right so he ends up where he started?” (Use the “change x by” block)
  • Optional: Ask students, “Which direction will the BeatBot moonwalk if we used a ‘change x by -10’ block?”
5. Music Loop Example (Example)
  • Students will preview an endless music loop project, then they’ll create their own version in the next module!
6. Music Loop (DIY)
  • In this DIY project, students will create a sound loop that plays endlessly and will use the audio recorder tool to capture sounds.
  • Did students finish early? Direct their attention to the bonus section in “Step 5” of the tutorial, which encourages students to record themselves singing and create a harmony.
7. BeatBot Battle Example (Example)
  • Students will view a BeatBot battle game, similar to Guitar Hero. The goal of the game is to make the robot dance by pressing the buttons when the colored orb aligns with it.
8. Finish BeatBot Battle (DIY)
  • In this DIY project, students will program a BeatBot dancing game!
  • Students will need to finish programming the game by coding the blue and red button Actors.
  • Did students finish early? Direct their attention to the bonus section in “Step 6” of the tutorial, which encourages students to experiment with their code to debug the score.
9. Quiz (Multiple-Choice)
  • Students will be asked 5 multiple-choice questions to review concepts from this lesson.

Extended Activities (10 minutes)

Let's Brainstorm!
  • Pair up students and ask them to brainstorm a new dancing game. Do students need inspiration? Ask students to reflect on their warm-up answer and the music games they created in today’s lesson.
  • Optional: Encourage students to share their new dancing game ideas with the class.

U.S. Standards

  • CCSS-Math: 5.G.A.1, 5.G.A.2, 6.NS.C.6, 6.NS.C.6, MP.1
  • CCSS-ELA: RF.5.4.A, 6-8.RST.3, 6-8.RST.4, 6-8.RST.7
  • CSTA: 1B-AP-10, B-AP-11, 1B-AP-12, 1B-AP-15, 2-AP-11, 2-AP-12, 2-AP-13, 2-AP-16, 2-AP-17
  • CS CA: 3-5.AP.10, 3-5.AP.11, 3-5.AP.12, 3-5.AP.13, 3-5.AP.14, 3-5.AP.17, 6-8.AP.11, 6-8.AP.12, 6-8.AP.13, 6-8.AP.16, 6-8.AP.17
  • ISTE: 1.c, 1.d, 4.d, 5.c, 5.d, 6.b

U.K. Standards

National Curriculum of England (Computing)
Key Stage 2:
  • Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts
  • Use sequence, selection, and repetition in programs; work with variables and various forms of input and output
  • Use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs
Key Stage 3:
  • Design, use, and evaluate computational abstractions that model the state and behaviour of real-world problems and physical systems
  • Understand several key algorithms that reflect computational thinking (for example, ones for sorting and searching); use logical reasoning to compare the utility of alternative algorithms for the same problem
  • Use two or more programming languages, at least one of which is textual, to solve a variety of computational problems; make appropriate use of data structures (for example, lists, tables, or arrays); design and develop modular programs that use procedures or functions
  • Understand simple Boolean logic (for example, AND, OR, and NOT) and some of its uses in circuits and programming; understand how numbers can be represented in binary, and be able to carry out simple operations on binary numbers (for example, binary addition, and conversion between binary and decimal)
  • Understand how instructions are stored and executed within a computer system; understand how data of various types (including text, sounds, and pictures) can be represented and manipulated digitally, in the form of binary digits
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Class Presentations

These student-facing slide presentations help educators seamlessly run Tynker lessons in a virtual or physical classroom setting. Each lesson has its own set of slides that introduce the big ideas, suggest unplugged activities, and include a section for each activity module. While running lesson slides, you can switch back and forth between the activity, the slides, answer keys and other lesson materials.
A sample slide presentation is available for your review. Please log in to view all the class presentations available with your plan..
Lesson 1
Introduction
27 Slides
Lesson 2
Loops and Animation
19 Slides
Lesson 3
Creating a Scene
21 Slides
Lesson 4
Jumping over Obstacles
20 Slides
Lesson 5
Storytelling
23 Slides
Lesson 6
User Interaction
19 Slides
Lesson 7
Guessing Game
22 Slides
Lesson 8
Rotation
20 Slides
Lesson 9
Alien Invaders
17 Slides
Lesson 10
Music and Animation
18 Slides
Lesson 11
Instruments and Tempo
19 Slides
Lesson 12
Broadcasting Messages
18 Slides
Lesson 13
Time Limits
17 Slides
Lesson 14
Message Driven Programming
18 Slides
Lesson 15
Pop the Balloon
18 Slides
Lesson 16
Animation with Movement
18 Slides
Lesson 17
Obstacle Course
19 Slides