Programming 201

An introduction to block programming for beginners in upper elementary grades with a focus on game design, animation, and music.

  • GRADES 5-6
  • BEGINNER
  • WEB IPAD

Answer Key

Module 3: Make Gus Jump 1

Module 4: Make Gus Jump 2

Module 5: Jump Over Obstacles

Module 7: Jump on Your Own

Module 8: Quiz

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6.

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U.S. Standards

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

U.K. Standards

Key stage 2
Pupils should be taught to:
  • 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
  • understand computer networks, including the internet; how they can provide multiple services, such as the World Wide Web, and the opportunities they offer for communication and collaboration
  • use search technologies effectively, appreciate how results are selected and ranked, and be discerning in evaluating digital content
  • select, use and combine a variety of software (including internet services) on a range of digital devices to design and create a range of programs, systems and content that accomplish given goals, including collecting, analysing, evaluating and presenting data and information
  • use technology safely, respectfully and responsibly; recognise acceptable/unacceptable behaviour; identify a range of ways to report concerns about content and contact
Key stage 3
Pupils should be taught to:
  • 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
  • undertake creative projects that involve selecting, using, and combining multiple applications, preferably across a range of devices, to achieve challenging goals, including collecting and analysing data and meeting the needs of known users
  • create, reuse, revise and repurpose digital artefacts for a given audience, with attention to trustworthiness, design and usability
  • understand a range of ways to use technology safely, respectfully, responsibly and securely, including protecting their online identity and privacy; recognise inappropriate content, contact and conduct, and know how to report concerns

Lesson 4: Jumping over Obstacles

Course: | iPad Web

  • Concepts
  • Make Gus Jump Example
  • Make Gus Jump 1
  • Make Gus Jump 2
  • Jump Over Obstacles
  • Jump on Your Own Example
  • Jump on Your Own
  • Quiz

Lesson 4 : Jumping Over Obstacles
Programming 201

Time: 60+ minutes

Introduction

Tynker Blocks Introduced

Vocabulary

Objectives

Materials

Warm-Up (15 minutes)

Activities (45 minutes)

Facilitate as students complete all Jumping Over Obstacles modules on their own:

1. Concepts (Concepts)
2. Make Gus Jump Example (Example)
3. Make Gus Jump (DIY)
4. Make Gus Jump 2 (DIY)
5. Jump Over Obstacles (Puzzle)
6. Jump on your Own Example (Example)
7. Jump on your Own (DIY)
8. Quiz (Multiple-Choice)

Extended Activities (30 minutes)