An introduction to JavaScript for intermediate or advanced coders in upper middle or high school with a focus on game design.
- Grades 7+
- Advanced
- Web
Lesson 5 : Variables
JavaScript 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. Treasure Chest 1 (Puzzle)
7. How Do You Declare Multiple Variables? (Document)
8. Open Fire (Puzzle)
9. It's a Toughie (Puzzle)
10. Treasure Chest 2 (Puzzle)
11. Junkyard (Puzzle)
12. Smart Cannon (Puzzle)
13. Treasure Chest 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
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
The Basics
Lesson 2
Loops and Patterns
Lesson 3
Conditional Logic
Lesson 4
Conditional Loops
Lesson 5
Variables
Lesson 6
Expressions
Lesson 7
Using the Canvas
Lesson 8
User Interaction
Lesson 9
Game Design
Lesson 10
Snake
Lesson 11
Breakout
Lesson 12
Pong
Lesson 13
Final Game
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. Treasure Chest 1 (Puzzle)
7. How Do You Declare Multiple Variables? (Document)
8. Open Fire (Puzzle)
9. It's a Toughie (Puzzle)
10. Treasure Chest 2 (Puzzle)
11. Junkyard (Puzzle)
12. Smart Cannon (Puzzle)
13. Treasure Chest 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
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
The Basics
Lesson 2
Loops and Patterns
Lesson 3
Conditional Logic
Lesson 4
Conditional Loops
Lesson 5
Variables
Lesson 6
Expressions
Lesson 7
Using the Canvas
Lesson 8
User Interaction
Lesson 9
Game Design
Lesson 10
Snake
Lesson 11
Breakout
Lesson 12
Pong
Lesson 13
Final Game