Programming 102 Lesson Plan

Lesson: Drawing Patterns
Time: 60+ mins

Introduction

In this lesson, students will draw patterns using pen drawing and turning motion.

New Code Blocks

  • : Increase the color by the number specified by the parameter.
  • : Change the pen’s thickness by the specified amount.

Vocabulary

  • None

Objectives

Students will...
  • Use code blocks to turn and point Actors
  • Use code blocks to create drawing effects

Materials

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

Warm-Up (15 minutes)

  • As a class, review pen and motion code blocks (e.g., “pen up,” “pen down,” “turn,” “point in direction”). Ask students, “What does the _____ code block do?”

Activities (45 minutes)

Facilitate as students complete all “Drawing Patterns” modules on their own:
1. Introduction (Video)
  • Students will watch a short video where Professor Ada encounters a space alien!
2. Concepts (Video)
  • This module includes three coding concepts:
    • Turn- An interactive review illustrates how the two different “turn” blocks rotate an Actor. Students are reminded that there are 360 degrees in a circle.
    • Point in Direction- This interactive review reinforces rotation in positive and negative degrees around a circle.
    • Pen Drawing- Students will review different pen drawing code blocks such as “pen down,” “pen up,” and “set pen color to.”
3. Star Pattern Example (Example)
  • Students will view a completed Star Pattern project, which they will create their own version of in the next modules!
4. Star Circle (DIY)
  • In this DIY (do-it-yourself) project, students will follow step-by-step directions to program a spaceship to react to the arrow keys (for web) or the tilt direction (for mobile) to paint a rainbow!
  • On web, the up arrow key will move the spaceship in a circle, and the left and right arrow keys will change the size of the pen. Clicking the spacebar will make the spaceship return to its starting point.
  • On mobile, tilting the device forward will move the spaceship in a circle, and tilting the device right or left will change the size of the pen. Tapping on the screen will make the spaceship return to its starting point.
5. Star Circles (DIY)
  • In this DIY project, students will program two spaceships to create beautiful rainbows in the sky!
  • This module expands on the previous project by introducing a second spaceship and includes a “down arrow key” (for web) or “backward tilt” (for mobile) feature.
  • Students will need to change the starting and reset angles for the second spaceship using the “point in direction” code block.
6. Collect the Stars (Puzzle)
  • To solve this puzzle module, students will need to complete the code for the middle star runner ship. Note that the two other star runner ships have been coded for your students.
  • Are students struggling? Ask them to look at the completed code from the other two star runner ships as a reference.
7. Star Patterns (DIY)
  • In this DIY project, students will program more star runners! Activities include programming the arrow keys (for web) or tilt directions (for mobile) to turn the ships, drawing star runner patterns, and clearing the drawings.
  • Are students struggling to duplicate an Actor (“Step 4” of the tutorial)?
    • On web, ask students to select the Actor they want to duplicate, then go to the “Edit” menu at the top of the Tynker screen, and choose “duplicate Actor.” This will create a new Actor icon with a different name, but will include the same code as the original.
    • Optional: Click the “How to make a copy of an Actor” video to review how to duplicate an Actor: https://www.tynker.com/support/videos
    • On mobile, ask students to click the three dots next to the Actor that they want to duplicate, then select “duplicate.”
  • Did students finish early? Ask students to try the bonus section in “Step 6” of the tutorial, which encourages them to automate the star runner pattern using a “repeat” loop.
8. Quiz (Multiple-Choice)
  • Students will be asked 5 multiple-choice questions to review concepts from this lesson.

Extended Activities (10 minutes)

“Point in Direction” Review
  • As a class, review which direction an Actor will point given the following code blocks:
                  1.)
                  2.)
                  3.)
                  4.)
                  5.)

    Answers:
                  1.) 0 degrees → points left
                  2.) 90 degrees → points up
                  3.) 180 degrees → points right
                  4.) 270 degrees → points down
                  5.) -90 degrees → points down
  • Optional: Review the “Point in Direction” concept video from “Module 2: Concepts.”

U.S. Standards

  • CCSS-Math: 1.NBT.B.2, 2.OA.B.2, 3.NBT.A.2, 5.G.A.1, MP.1
  • CCSS-ELA: RF.1.1, RF.2.4, RF.2.4.A, RF.3.4.A, RF.4.4.A, RI.2.6
  • CSTA: 1A-AP-09, 1A-AP-11, 1B-AP-11, 1B-AP-12, 1B-AP-15
  • CS CA: K-2.AP.13, 3-5.AP.13, 3-5.AP.14, 3-5.AP.17
  • ISTE: 1.c, 1.d, 4.d, 5.c, 5.d, 6.b, 7.c

U.K. Standards

National Curriculum of England (Computing)
  • understand what algorithms are, how they are implemented as programs on digital devices, and that programs execute by following precise and unambiguous instructions
  • create and debug simple programs
  • use logical reasoning to predict the behaviour of simple programs
  • use technology purposely to create, organise, store manipulate and retrieve digital content
  • design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts
  • use sequence, selection, and repetition in programs, work with variables and various forms of input and output
  • use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs
  • select, use and combine a variety of software (including internet services) on a range of digital devices to design and create a range of programs, systems and content that accomplish given goals, including collecting, analysing, evaluating and presenting data and information
  • design use and evaluate computational abstractions that model the state and behaviour of real world problems and physical thinking (KS3)
  • 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 (KS3)
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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.
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Lesson 1
Review: Interactive Animation
22 Slides
Lesson 2
Review: Pen Drawing
21 Slides
Lesson 3
Review: Ghost Catcher
25 Slides
Lesson 4
Review: Character Creator
25 Slides
Lesson 5
Show and Hide
20 Slides
Lesson 6
Layers
25 Slides
Lesson 7
Motion
25 Slides
Lesson 8
Snowball Siege
20 Slides
Lesson 9
Drawing Patterns
21 Slides
Lesson 10
Color Effects
18 Slides
Lesson 11
Stamping
19 Slides
Lesson 12
Star Runner
21 Slides
Lesson 13
Space Breaker
23 Slides
Lesson 14
2-Player Battle
18 Slides
Lesson 15
Sky Train
20 Slides
Lesson 16
Final Lesson
24 Slides