Python 101

An introduction to learning to code in Python for intermediate or advanced coders in upper middle or high school with a focus on game design.

  • GRADES 7+
  • ADVANCED
  • WEB

Answer Key

Module 2: Fuel Up

Module 3: Stockpile

Module 4: Rocket Jump

Module 6: Hack the Trap 1

Module 8: Let Loose

Module 9: It's a Toughie

Module 10: Hack the Trap 2

Module 11: Welcome to the Jungle

Module 12: Obstacle Course

Module 13: Hack the Trap 3

Module 15: Quiz

1.

2.

3.

4.

5.

6.

7.

8.

9.

10.

11.

12.

13.

14.

Lesson 5: Variables

Course: | Web

  • What Are Variables?
  • Fuel Up
  • Stockpile
  • Rocket Jump
  • What Are Strings?
  • Hack the Trap 1
  • How Do You Define Multiple Variables?
  • Let Loose
  • It's a Toughie
  • Hack the Trap 2
  • Welcome to the Jungle
  • Obstacle Course
  • Hack the Trap 3
  • Review
  • Quiz

Lesson 5 : Variables
Python 101

Time: 40+ minutes

Introduction

Commands Introduced

Vocabulary

Objectives

Materials

Warm-Up (5 minutes)

Activities (35 minutes)

Facilitate as students complete all Variables modules on their own:

1. What are Variables? (Document)
2. Fuel Up (Puzzle)
3. Stockpile (Puzzle)
4. Rocket Jump (Puzzle)
5. What are Strings? (Document)
6. Hack the Trap 1 (Puzzle)
7. How Do You Define Multiple Variables? (Document)
8. Let Loose (Puzzle)
9. It's a Toughie (Puzzle)
10. Hack the Trap 2 (Puzzle)
11. Welcome to the Jungle (Puzzle)
12. Obstacle Course (Puzzle)
13. Hack the Trap 3 (Puzzle)
14. Review (Document)
15. Quiz (Multiple Choice)

Discussion Questions/Follow-Up Activities (20 minutes)

U.S. Standards

  • CCSS-ELA: SL.7.1, SL.8.1, RI.9-10.3, RI.9-10.6, L.9-10.3, L.9-10.6
  • CCSS-Math: HSN.Q.A.1, HSN.Q.A.2, HSN.Q.A.3, MP.1
  • CSTA: 2-AP-11, 2-AP-13, 2-AP-15, 2-AP-17, 3A-AP-17, 3A-AP-19, 3B-AP-11, 3B-AP-12
  • CS CA: 6-8.AP.11, 6-8.AP.12, 6-8.AP.13, 6-8.AP.15, 6-8.AP.17, 9-12.AP.12, 9-12.AP.14, 9-12.AP.16
  • ISTE: 1.c, 1.d, 4.d, 5.c, 5.d

U.K. Standards

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
Key stage 4
All pupils must have the opportunity to study aspects of information technology and computer science at sufficient depth to allow them to progress to higher levels of study or to a professional career. Pupils should be taught to:
  • develop their capability, creativity and knowledge in computer science, digital media and information technology
  • develop and apply their analytic, problem-solving, design, and computational thinking skills
  • understand how changes in technology affect safety, including new ways to protect their online privacy and identity, and how to report a range of concerns