Lesson 9 : Game Design
Python 101

Time: 30+ minutes

Introduction

Commands Introduced

Vocabulary

Objectives

Materials

Warm-Up (5 minutes)

Activities (25 minutes)

Facilitate as students complete all Game Design modules on their own:

1. What Is a Sprite? (Document)
2. Game Loop (DIY)
3. More on Lists (DIY)
4. More on Dictionaries (DIY)
5. Review (Document)
6. Quiz (Multiple Choice)

Discussion Questions/Follow-Up Activities (10 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, HSA.CED.1, HSA.CED.2, HSA.CED.3, MP.1, MP.2, MP.3
  • CSTA: 2-AP-11, 2-AP-12, 2-AP-13, 2-AP-15, 2-AP-16, 2-AP-17, 3A-AP-17, 3B-AP-11, 3B-AP-12, 3B-AP-22
  • CS CA: 6-8.AP.11, 6-8.AP.12, 6-8.AP.13, 6-8.AP.15, 6-8.AP.16, 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, 6.b

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
  • 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
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
  • understand how changes in technology affect safety, including new ways to protect their online privacy and identity, and how to report a range of 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.
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Lesson 1
The Basics
28 Slides
Lesson 2
Loops and Patterns
32 Slides
Lesson 3
Conditional Logic
33 Slides
Lesson 4
Conditional Loops
24 Slides
Lesson 5
Variables
27 Slides
Lesson 6
Expressions
28 Slides
Lesson 7
Using the Turtle Tool
25 Slides
Lesson 8
User Interaction
24 Slides
Lesson 9
Game Design
20 Slides
Lesson 10
Snake
16 Slides
Lesson 11
Connect 4
15 Slides
Lesson 12
Tetris
16 Slides
Lesson 13
Final Game
15 Slides