Lesson 4 : Changing Pen Color
Programming 202

Time: 60+ minutes

Introduction

Vocabulary

Objectives

Materials

Warm-Up (15 minutes)

Activities (45 minutes)

Facilitate as students complete all Changing Pen Color modules on their own:

1. Race Car Example (Example)
2. Race Car (DIY)
3. Doodle Racer Example (Example)
4. Doodle Racer (DIY)
5. Draw an Ice Cream Cone (Puzzle)
6. Fun Drawing Example (Example)
7. Fun Drawing (DIY)
8. Etch-a-Sketch Example (Example)
9. Etch-a-Sketch (DIY)

Extended Activities (10 minutes)

U.S. Standards

  • CCSS-Math: 5.G.A.1, MP.1, MP.2
  • CCSS-ELA: RF.5.4.A, 6-8.RST.3, 6-8.RST.4, 6-8.RST.7
  • CSTA: 1B-AP-11, 1B-AP-12, 1B-AP-15, 2-AP-13, 2-AP-16, 2-AP-17
  • CS CA: 3-5.AP.10, 3-5.AP.13, 3-5.AP.14, 3-5.AP.17, 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
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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.
    A sample slide presentation is available for your review. Please log in to view all the class presentations available with your plan..
    Lesson 1
    Pen Drawing
    23 Slides
    Lesson 2
    Follow the Leader
    24 Slides
    Lesson 3
    Changing Actor Size
    20 Slides
    Lesson 4
    Changing Pen Color
    26 Slides
    Lesson 5
    Detecting Colors
    19 Slides
    Lesson 6
    Avoiding Obstacles
    23 Slides
    Lesson 7
    Geometry
    20 Slides
    Lesson 8
    Game Effects and Rules
    20 Slides
    Lesson 9
    The Physics Engine
    24 Slides
    Lesson 10
    Gravity and Bouncing
    22 Slides
    Lesson 11
    Static Platforms
    22 Slides
    Lesson 12
    Basketball
    18 Slides
    Lesson 13
    Impulses
    21 Slides
    Lesson 14
    Projectiles
    20 Slides
    Lesson 15
    Timers
    20 Slides
    Lesson 16
    Asteroid Pong
    17 Slides