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This course is included with our Coding/STEAM Curriculum - K-8 Plan

# Programming 301 Icon Coding 10-Course Pack Space Cadet Dragon Spells Programming 1A Programming 1B Programming 100 Programming 300 Barbie™ You Can Be Anything™ Programming 101 Programming 102 Programming 201 Programming 202 Programming 301 Programming 302 JavaScript 101 Python 101 Web Development 101 Python 201 Drones 101 WeDo Coding Augmented Reality micro:bit 101 MicroPython 101 Life Science 101 Physical Science 101 Earth Science 101 Math 101 Social Studies 101 English 101 Life Science 201 Physical Science 201 Earth Science 201 Math 201 Social Studies 201 English 201

A fast-paced introduction to block programming for beginners in middle school where they create simple interactive programs with a focus on game design.

• Beginner
• Web

## Programming 301 Lesson Plan

### Introduction

In this lesson, students will learn how to use repetition and screen edge detection to program projectiles while creating a project of a dragon shooting fireballs! Coding concepts from this lesson include: Repeat Until and Screen Edges.

### New Code Blocks

• : Make the Actor repeat this loop until a true or false [boolean value] determines when the block should stop repeating the code inside it.
• : This is an addition operator that returns the sum of the two parameters.
• : This is a subtraction operator that returns the subtraction of the two parameters.
• : This is a comparison operator that returns true if the first value is less than the second value, and returns false otherwise.
• : This is a math operator that returns a random number between the two parameters.

### Vocabulary

• Projectile: An object that is thrown, hurled, or tossed.

### Objectives

Students will...
• Use code blocks to program Actors to detect screen boundaries and move to different screen locations
• Use code blocks to solve a puzzle module
• Create a game where a dragon shoots fireballs

### Materials

• Computers, laptops, or mobile devices (1 per student) with student account access to Tynker.com

### Warm-Up(15 minutes)

What is a Projectile?
• Tell your students that today’s coding adventure involves a dragon shooting fireball projectiles!
• Explain to your students that a projectile is an object that is thrown, hurled, or tossed.
• Ask students to give examples of projectiles. (Example: A cannonball launching out of a cannon)

### Activities(45 minutes)

Facilitate as students complete all Shoot Projectiles modules on their own:
1. Concepts (Video)
• Dan, the dragon rider, introduces two coding concepts:
• Repeat Until- Dan explains how the given script will keep repeating until a condition is met.
• Screen Edges- Students will interact with different scripts and observe how each script affects the Actor.
• In this DIY (do-it-yourself) project, students will follow step-by-step directions to program a dragon to breathe fireballs that fly forward.
• Point out to students that if they put the operator values in the wrong order, then the program will not function as intended.
3. Program the Enemy (DIY)
• In this DIY project, students will add to their game by adding an enemy plane to shoot fireballs at.
• How to Play: Use arrow keys (web) or tilt the screen (mobile) to move the dragon. Use the spacebar (web) or tap the screen (mobile) to shoot fireballs.
• Remind students that they need to put the operator values in the correct order. Otherwise, their program will not function as intended.
4. Shoot the Planes (Puzzle)
• To solve this puzzle module, students will need to program a fireball to shoot from the dragon when the spacebar is pressed (web) or the screen is tapped (mobile). Students are provided a sample of what their end result should look like.
• Give a hint: Ask students…
• What should be the first code block in the sequence? (Answer: “when I receive game start”)
• What do we need the “repeat until” loop to do? (Answer: We need to program the “repeat until” loop to move the dragon 10 steps and pause until the dragon’s x-position is greater than the right edge of the screen.)
5. Make New Enemies (DIY)
• In this DIY project, students will add new enemies for their dragon to shoot fireballs at. Note: Students will need to draw their own enemy Actors or add enemy Actors from the Media Library.
• Check that students are customizing the movement pattern of each enemy.
6. Quiz (Multiple-choice)
• Students will answer 5 multiple-choice questions to review concepts from this lesson.

### Extended Activities(10 minutes)

More Practice
• Ask students to practice the coding skills they learned in this lesson by creating a game that meets the following criteria:
• Make an Actor react when touched by another Actor
• Use at least one operator code block
• Make an Actor disappear when the Actor goes beyond the edges of the screen
Encourage students to brainstorm game ideas (that meet the criteria stated above) with a partner. If students get stuck coding their game, encourage them to look at code from previous modules as a reference.

### U.S. Standards

• CCSS-Math: 6.NS.C, MP.1, MP.2, MP.4
• CCSS-ELA: RI.7.4, RI.8.4, 6-8.RST.3, 6-8.RST.4, 6-8.RST.7
• CSTA: 2-AP-10, 2-AP-13, 2-AP-16, 2-AP-17
• CS CA: 6-8.AP.10, 6-8.AP.13, 6-8.AP.17
• ISTE: 1.c, 1.d, 4.d, 5.c, 5.d, 6.b

### U.k. Standards

Key Stage 3 (Years 7-9)
• 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.
• Create, re-use, revise and re-purpose 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.

## 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.
Lesson 1
Introduction
27 Slides
Lesson 2
Animated Motion
20 Slides
Lesson 3
Actor Positioning
19 Slides
Lesson 4
Motion and Tracking
18 Slides
Lesson 5
Conditional Loops
23 Slides
Lesson 6
Show and Hide
20 Slides
Lesson 7
Actor Properties
18 Slides
Lesson 8
Nested Loops
18 Slides
Lesson 9
Messaging
21 Slides
Lesson 10
Start Screen and Controls
21 Slides
Lesson 11
Shoot Projectiles
21 Slides
Lesson 12
Parallax Scrolling
18 Slides
Lesson 13
Cloning
19 Slides
Lesson 14
Variables
20 Slides
Lesson 15
Powerups and Effects
20 Slides
Lesson 16
Boss Battle
18 Slides
Lesson 17
Finishing Touch
15 Slides