# Programming 301 Programming 300 Programming 201 Programming 202 Programming 301 Programming 302 JavaScript 101 Python 101 Web Development 101 Python 201 Drones 101 Augmented Reality micro:bit 101 MicroPython 101 Life Science Physical Science Earth Science Math Social Studies English

This course is part of Coding/STEAM Curriculum - Middle School Plan

Middle School Plan
This plan is on sale! 75% OFF
\$650 per year
was \$2,600

### Programming 301

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

##### Course Summary
• Beginner level
• 17 lessons
• Tynker Blocks
• Web
##### Course Includes
• 17 lessons
• 111 activities
• Enhanced Creativity Tools
• Automatic Assessment
• Tutorials and Reviews
• Coding Puzzles
• DIY Projects
• Quizzes
• Teacher Guides
##### Prerequisites
No previous coding experience required.

## 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.