Lesson: Human Pong
Time: 25+ mins
IntroductionWhat do you get when you combine a retro Pong game with Tynker? Human Pong! In this lesson, students will create a multiplayer game of Pong where two people act as the paddles!
New Code Blocks
: Make the Actor start moving. : Make the Actor start moving at the speed specified in the x- and y- parameters, where a higher number means the Actor will move faster. : Move the Actor a specified number of units forward or backward.
- Create a two-player augmented reality Pong game that detects video motion.
- Computers or iPads (1 per student) with a working camera and student account access to Tynker.com
Warm-Up (5 minutes)
- Say, “Today we are going to take a classic arcade game and add a modern twist, but let’s first talk about some of your favorite games!”
- Pair up students and tell them to talk with their partner about their favorite computer or video game and why they like it. Allow “Partner 1” to discuss his/her answer for 1 minute. After 1 minute, let “Partner 2” discuss his/her answer for 1 minute.
- Ask, “What is your favorite computer or video game?”
- Ask, “What do you think makes a good game? Is it the sound effects? The characters?” Write down your students’ answers on the classroom board.
Getting Started (5 minutes)1. Use your projector to display “Module 1: Human Pong Intro.”
2. Read the captions to the class.
Activities (15 minutes)Facilitate as students complete the Human Pong modules on their own:
1. Human Pong Intro (Video)
- This short video introduces the Human Pong lesson.
- In this DIY, students will create a two-player augmented reality Pong game.
- How to play: Pair up students and tell them to use their hands as paddles to bounce the ball Actor back and forth.
- Explain that a player gets a point once the opponent misses the ball Actor.
Optional Activities (10 minutes)More Practice
1. Tell students to experiment with their code blocks and add or change at least one feature (e.g., change the Actor, add music, use “say” blocks).
2. For inspiration, remind students of today’s warm-up question: What makes a great computer or video game?
3. Encourage students to use only two fingers as a paddle.
CCSS-ELA:SL.3.1, SL.3.3, W.3.1.C, W.3.2, SL.4.1, SL.4.1.C, W.4.2, SL.5.1, SL.5.1.C, SL.5.1.D, W.5.2, SL.6.1, SL.6.1.C, W.6.2, SL.7.1, SL.7.1.C, SL.7.1.D, W.7.2, SL.8.1, SL.8.1.C, SL.8.1.D, W.8.2
CSTA: 1A-AP-09, 1A-AP-10, 1A-AP-11, 1A-AP-14
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.
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