Description

An introduction to programming for beginners in upper elementary grades. Introduce your class to programming using a fun scenario-based approach where they build two complete games. Side Scroller Survival introduces them to basics of motion and animation. In BeatBot Battle, they program a robot to make it dance. On completing this lesson plan students will be able to build simple games, animations, and a variety of simple projects.

Topics

  • Use sequencing
  • Pattern recognition
  • Loops
  • Conditional logic
  • Create scenes
  • Add sounds and music
  • Use keyboard controls
  • Learn about motion
  • Broadcasting messages
  • Adding special effects

What Students Learn

  • Create interactive scenes with actors, scenes and music
  • Design animations using loops
  • Program motion along x- and y-axes
  • Build algorithms using conditional logic
  • Understand scripts running in parallel
  • Program music using notes, tempo and instruments
  • Create different scenarios and effects in games
  • Publish projects to the Web
  • Troubleshoot and debug simple programs

Technical Requirements

* Online courses require a modern desktop computer, laptop computer, Chromebook, or Netbook with Internet access and a Chrome (29+), Firefox (30+), Safari (7+), or Edge (20+) browser. No downloads required.
* Tablet courses require an iPad (iOS 10+) with Tynker or Tynker Junior app installed and Internet access


Lesson 1 : Introduction
Programming 201

Time: 60+ minutes

Introduction

Tynker Blocks Introduced

Vocabulary

Objectives

Materials

Warm-Up (15 minutes)

Activities (45 minutes)

Facilitate as students complete all Introduction modules on their own:

1. Introduction (Video)
2. Tutorial Intro (Introduction)
3. Move Gus Example (Example)
4. Move Gus (DIY)
5. Alien Sounds Example (Example)
6. Alien Sounds (DIY)
7. Puzzle Intro (Cutscene)
8. Collect the Ray Gun (Puzzle)
9. Avoid Obstacles (Puzzle)
10. Use a Loop (Puzzle)
11. Quiz (Multiple Choice)

Extended Activities (10 minutes)

U.S. Standards

  • CCSS-Math: MP.1
  • CCSS-ELA: RF.5.4.A, 6-8.RST.3, 6-8.RST.4, 6-8.RST.7
  • CSTA: 1B-AP-10, 1B-AP-11, 1B-AP-12, 1B-AP-15, 2-AP-12, 2-AP-13, 2-AP-15, 2-AP-16, 2-AP-17
  • CS CA: 3-5.AP.10, 3-5.AP.12, 3-5.AP.13, 3-5.AP.14, 3-5.AP.17, 6-8.AP.12, 6-8.AP.13, 6-8.AP.16, 6-8.AP.17
  • ISTE: 1.c, 1.d, 4.d, 5.c, 5.d, 7.c

U.K. Standards

Key stage 2
Pupils should be taught to:
  • 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
  • understand computer networks, including the internet; how they can provide multiple services, such as the World Wide Web, and the opportunities they offer for communication and collaboration
  • use search technologies effectively, appreciate how results are selected and ranked, and be discerning in evaluating digital content
  • 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
  • use technology safely, respectfully and responsibly; recognise acceptable/unacceptable behaviour; identify a range of ways to report concerns about content and contact
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

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
Introduction
28 Slides
Lesson 2
Loops and Animation
19 Slides
Lesson 3
Creating a Scene
22 Slides
Lesson 4
Jumping over Obstacles
20 Slides
Lesson 5
Storytelling
23 Slides
Lesson 6
User Interaction
19 Slides
Lesson 7
Guessing Game
22 Slides
Lesson 8
Rotation
19 Slides
Lesson 9
Alien Invaders
17 Slides
Lesson 10
Music and Animation
19 Slides
Lesson 11
Instruments and Tempo
19 Slides
Lesson 12
Broadcasting Messages
19 Slides
Lesson 13
Time Limits
17 Slides
Lesson 14
Message Driven Programming
19 Slides
Lesson 15
Pop the Balloon
19 Slides
Lesson 16
Animation with Movement
21 Slides
Lesson 17
Obstacle Course
21 Slides