An introduction to block programming for beginners in upper elementary grades with a focus on game design, animation, and music.
- Grades 5-6
- Beginner
- Web iPad
Lesson 4 : Jumping Over Obstacles
Programming 201
Time: 60+ minutes
Introduction
Tynker Blocks Introduced
Vocabulary
Objectives
Materials
Warm-Up
(15 minutes)
Activities
(45 minutes)
Facilitate as students complete all Jumping Over Obstacles modules on their own:
1. Concepts (Concepts)
2. Make Gus Jump Example (Example)
3. Make Gus Jump (DIY)
4. Make Gus Jump 2 (DIY)
5. Jump Over Obstacles (Puzzle)
6. Jump on your Own Example (Example)
7. Jump on your Own (DIY)
8. Quiz (Multiple-Choice)
Extended Activities
(30 minutes)
U.S. Standards
-
CCSS-Math:
5.G.A.1, 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-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
Lesson 2
Loops and Animation
Lesson 3
Creating a Scene
Lesson 4
Jumping over Obstacles
Lesson 5
Storytelling
Lesson 6
User Interaction
Lesson 7
Guessing Game
Lesson 8
Rotation
Lesson 9
Alien Invaders
Lesson 10
Music and Animation
Lesson 11
Instruments and Tempo
Lesson 12
Broadcasting Messages
Lesson 13
Time Limits
Lesson 14
Message Driven Programming
Lesson 15
Pop the Balloon
Lesson 16
Animation with Movement
Lesson 17
Obstacle Course
Time: 60+ minutes
Introduction
Tynker Blocks Introduced
Vocabulary
Objectives
Materials
Warm-Up (15 minutes)
Activities (45 minutes)
Facilitate as students complete all Jumping Over Obstacles modules on their own:
1. Concepts (Concepts)2. Make Gus Jump Example (Example)
3. Make Gus Jump (DIY)
4. Make Gus Jump 2 (DIY)
5. Jump Over Obstacles (Puzzle)
6. Jump on your Own Example (Example)
7. Jump on your Own (DIY)
8. Quiz (Multiple-Choice)
Extended Activities (30 minutes)
U.S. Standards
- CCSS-Math: 5.G.A.1, 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-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
Lesson 2
Loops and Animation
Lesson 3
Creating a Scene
Lesson 4
Jumping over Obstacles
Lesson 5
Storytelling
Lesson 6
User Interaction
Lesson 7
Guessing Game
Lesson 8
Rotation
Lesson 9
Alien Invaders
Lesson 10
Music and Animation
Lesson 11
Instruments and Tempo
Lesson 12
Broadcasting Messages
Lesson 13
Time Limits
Lesson 14
Message Driven Programming
Lesson 15
Pop the Balloon
Lesson 16
Animation with Movement
Lesson 17
Obstacle Course