Programming 301 Lesson Plan

Lesson: Messaging
Time: 60+ mins

Introduction

In this lesson, students will learn how to program Actors to send and receive messages, create a victory message, and create their own adventure game! Coding concepts from this lesson include: When I Receive, Broadcast and Send Message To.

New Code Blocks

  • : Listen for a message or broadcast from other scripts before activating.
  • : Broadcast a message to all Actors in the program.

Vocabulary

  • None

Objectives

Students will...
  • Use code blocks to program Actors to send and receive messages
  • Create an adventure game

Materials

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

Warm-Up (15 minutes)

  • Tell students that today’s lesson involves creating an adventure game that includes a hero and enemies!
  • Ask students to answer these short-response questions:
    • What kind of character or hero would you create in an adventure game?
    • What kind of villains (e.g., ghosts) or obstacles (e.g., fireballs) would the hero encounter?
    • What do you enjoy most about creating games using Tynker?

Activities (45 minutes)

Facilitate as students complete all Messaging modules on their own:
1. Concepts (Video)
  • Bert, the wizard, introduces three coding concepts:
    • When I Receive- Students will watch an animated scene that explains that an Actor can send, broadcast, or receive messages.
    • Broadcast- Students will watch an example of a “broadcast” code block used on ghost Actors.
    • Send Message To- Students will experiment with different code blocks and observe how they affect the ghost Actors.
2. Open the Gate (DIY)
  • In this DIY (do-it-yourself) project, students will follow step-by-step directions to program a pink button to act as a switch to open the castle gate.
  • How to play: Tell students to move the knight using arrow keys (web) or by tilting their screen. When the knight touches the pink button, the gate should open.
  • Point out to students that the “wait until” code block delays the broadcast message until the button is touched by the knight.
3. Win Screen (DIY)
  • In this DIY project, students will use messaging to make a victory message appear on the Stage.
  • Optional: If students finish early, ask them to draw on the popup Actor’s costume. They could make it look like this:

4. Add to the Adventure Game (DIY)
  • In this DIY project, students will continue adding to an adventure game. They are provided coded Actors, but will need to customize the game.
  • Check that students are analyzing each Actor’s code to see what it does.
5. Build Your Own Adventure Game(DIY)
  • In this DIY project, students will apply concepts and code blocks learned in this lesson to create their own adventure game! The project starts off blank, so students will need to add their own background, Actors, and code.
  • Are students struggling to code their Actors? Tell them to use the code in the previous tutorial as a reference.
  • Encourage students to use their answers during today’s warm-up for inspiration, and challenge them to incorporate their ideas into their game.
6. Quiz (Multiple-choice)
  • Students will answer multiple-choice questions to review concepts from this lesson.

Extended Activities (10 minutes)

Show and Tell
  • Encourage students to share their adventure game with the class! Have students share their coding challenges and what they learned from them. Also share other challenges you saw students dealing with and the solutions you noticed they came up with.

U.S. Standards

  • CCSS-Math: MP.1
  • 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.
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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
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