Building on the initial "My Robotic Friends" activity, students tackle larger and more complicated designs. In order to program their "robots" to complete these bigger designs, students will need to identify repeated patterns in their instructions that could be replaced with a loop.
This lesson serves as a reintroduction to loops, using the now familiar set of "robot" programming instructions. Students will develop critical thinking skills by looking for patterns of repetition in the movements of classmates and determining how to simplify those repeated patterns using loops.
Students will be able to:- Identify repeated patterns in code that could be replaced with a loop.- Write instructions that use loops to repeat patterns.
Note: You must create a free account to access this and use this resource.
Students learn to draw images by looping simple sequences of instructions. In the previous online lesson, loops were used to traverse a maze and collect treasure. Here, students use loops to create patterns. At the end of this stage, students will be given the opportunity to create their own images using loops.
This lesson gives a different perspective on how loops can create things in programming. Students will test their critical thinking skills by evaluating given code and determining what needs to be added in order to solve the puzzle. Students can also reflect on the inefficiency of programming without loops here because of how many blocks the program would require without the help of repeat loops.
Students will be able to:- Count the number of times an action should be repeated and represent it as a loop.- Decompose a shape into its largest repeatable sequence.- Create a program that draws complex shapes by repeating simple sequences.
Note: You must create a free account to access and use this resource.
In this online activity, students will have the opportunity to learn how to use events in Play Lab and apply all of the coding skills that they've learned to create an animated game. It's time to get creative and make a game in Play Lab!
Students will start by training the knight to move when an arrow key is pressed, then end with the opportunity to showcase the rest of the skills that they learned throughout this course, including sequence and looping, as part of the final free play puzzle.
Students will be able to:- Identify actions that correlate to input events.- Create an animated, interactive story using sequences and event-handlers.- Share a creative artifact with other students.