An introduction to Python for intermediate or advanced coders in upper middle or high school with a focus on game design.
- Grades 7+
- Advanced
- Web
Lesson 1 : The Basics
Python 101
Time: 40+ minutes
Introduction
Commands Introduced
Vocabulary
Objectives
Materials
Warm-Up
(5 minutes)
Activities
(35 minutes)
Facilitate as students complete all The Basics modules on their own:
1. Welcome (Document)
2. Course Overview (Puzzle)
3. Jungle Run (Puzzle)
4. More Dust (Puzzle)
5. Around the Corner (Puzzle)
6. Scale the Slopes (Puzzle)
7. Stairway to Safety (Puzzle)
8. What are Comments? (Document)
9. Around the Bend (Puzzle)
10. Bunny Hop (Puzzle)
11. What Are Naming Conventions? (Document)
12. Left-Right (Puzzle)
13. Review (Document)
14. 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-13, 2-AP-17, 3A-AP-17, 3A-AP-19, 3B-AP-11, 3B-AP-12
-
CS CA:
6-8.AP.13, 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
-
use 2 or more programming languages, at least one of which is textual, to solve a variety of computational problems; make appropriate use of data structures [for example, lists, tables or arrays]; design and develop modular programs that use procedures or functions
-
understand simple Boolean logic [for example, AND, OR and NOT] and some of its uses in circuits and programming; understand how numbers can be represented in binary, and be able to carry out simple operations on binary numbers [for example, binary addition, and conversion between binary and decimal]
-
understand how instructions are stored and executed within a computer system; understand how data of various types (including text, sounds and pictures) can be represented and manipulated digitally, in the form of binary digits
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
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 Turtle Tool
Lesson 8
User Interaction
Lesson 9
Game Design
Lesson 10
Snake
Lesson 11
Connect 4
Lesson 12
Tetris
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 The Basics modules on their own:
1. Welcome (Document)2. Course Overview (Puzzle)
3. Jungle Run (Puzzle)
4. More Dust (Puzzle)
5. Around the Corner (Puzzle)
6. Scale the Slopes (Puzzle)
7. Stairway to Safety (Puzzle)
8. What are Comments? (Document)
9. Around the Bend (Puzzle)
10. Bunny Hop (Puzzle)
11. What Are Naming Conventions? (Document)
12. Left-Right (Puzzle)
13. Review (Document)
14. 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-13, 2-AP-17, 3A-AP-17, 3A-AP-19, 3B-AP-11, 3B-AP-12
- CS CA: 6-8.AP.13, 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
- use 2 or more programming languages, at least one of which is textual, to solve a variety of computational problems; make appropriate use of data structures [for example, lists, tables or arrays]; design and develop modular programs that use procedures or functions
- understand simple Boolean logic [for example, AND, OR and NOT] and some of its uses in circuits and programming; understand how numbers can be represented in binary, and be able to carry out simple operations on binary numbers [for example, binary addition, and conversion between binary and decimal]
- understand how instructions are stored and executed within a computer system; understand how data of various types (including text, sounds and pictures) can be represented and manipulated digitally, in the form of binary digits
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
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 Turtle Tool
Lesson 8
User Interaction
Lesson 9
Game Design
Lesson 10
Snake
Lesson 11
Connect 4
Lesson 12
Tetris
Lesson 13
Final Game