This series brings together concepts from previous lessons and gives students a chance to think critically about how they would solve each problem, but without telling them which concept to apply. Students will review basic algorithms, debugging, repeat loops, conditionals, while loops, and functions.
It's important for students to remember that computer science provides plenty of opportunities to be creative. Every topic can be combined with another to make something bigger and better. In this lesson, students will use previously learned concepts together, allowing for a "big picture" view of programming projects. This lesson will also bridge any gaps in understanding of when to use certain programming tools over others.
Students will be able to:- recognize which programming concept to use to solve a given problem.- describe the different ways one could solve a given problem.
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In this lesson, students will learn about the two concepts at the heart of Sprite Lab: sprites and behaviors. Sprites are characters or objects on the screen that students can move, change, and manipulate. Behaviors are actions that sprites will take continuously until they are stopped.
This lesson is designed to introduce students to the core vocabulary of Sprite Lab, and allow them to apply concepts they learned in other environments to this tool. By creating a fish tank, students will begin to form an understanding of the programming model of this tool and explore ways they can use it to express themselves.
Students will be able to:- define “sprite” as a character or object on the screen that can be moved and changed.- create a new sprite and choose its appearance.
This lesson features Sprite Lab, a platform where students can create their own alien dance party with interactions between characters and user input. Students will work with events to create game controls.
Students will use events to make characters move around the screen, make noises, and change backgrounds based on user input. This lesson offers a great introduction to events in programming and even gives a chance to show creativity! At the end of the puzzle sequence, students will be presented with the opportunity to share their projects.
Students will be able to:- identify actions that correlate to input events.- create an animated, interactive game using sequence and events.
Students will use Sprite Lab to play with sprites and their properties. Students will use events, behaviors, and custom code to create their very own pet giraffe that gets hungry, playful, and even filthy!
Students will use events to make characters move around the screen, change size, and change colors based on user input. This lesson offers a great introduction to events in programming and even gives a chance to show creativity!