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Computer Science Fundamentals Unit 7 Course F Lesson 23: Pet Giraffe (2018)

  Classroom Resource Information  

Title:

Computer Science Fundamentals Unit 7 Course F Lesson 23: Pet Giraffe (2018)

URL:

https://curriculum.code.org/csf-18/coursef/23/

Content Source:

Code.org
Type: Lesson/Unit Plan

Overview:

Here, 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!

Students will be able to:
- identify actions that correlate to input events.
- create an animated, interactive game using sequence and events.

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Content Standard(s):
Digital Literacy and Computer Science
DLIT (2018)
Grade: 5
6) Create a working program in a block-based visual programming environment using arithmetic operators, conditionals, and repetition in programs.

Unpacked Content
Evidence Of Student Attainment:
Students will:
  • create a working program in a block
  • based visual programming environment.
  • create a program in a block
  • based visual programming environment using arithmetic operators such as AND, OR, and NOT.
  • create a program in a block
  • based visual programming environment using conditionals such as IF, THEN, and/or ELSE.
  • create a program in a block
  • based visual programming environment using repetition or loops.
Teacher Vocabulary:
  • program
  • block-based visual programming
  • environment
  • arithmetic operators
  • conditionals
  • repetition
Knowledge:
Students know:
  • how to create a working program in a block-based visual programming environment.
  • reasons for using arithmetic operators, conditionals, and repetition in programs.
Skills:
Students are able to:
  • create a working program in a block-based visual programming environment using arithmetic operators, conditionals, and repetition in programs.
Understanding:
Students understand that:
  • arithmetic operators, conditionals, and repetition in programs make more operations possible and can reduce the complexity or length of code.
Digital Literacy and Computer Science
DLIT (2018)
Grade: 5
28) Develop, test, and refine prototypes as part of a cyclical design process to solve a complex problem.

Examples: Design backpack for a specific user's needs; design a method to collect and transport water without the benefit of faucets; design boats that need to hold as much payload as possible before sinking; design models of chairs based on specific user needs.

Unpacked Content
Evidence Of Student Attainment:
Students will:
  • develop prototypes as part of a cyclical design process to solve a complex problem.
  • test prototypes as part of a cyclical design process to solve a complex problem.
  • refine prototypes as part of a cyclical design process to solve a complex problem.
Teacher Vocabulary:
  • develop
  • test
  • refine
  • prototypes
  • cyclical design process
Knowledge:
Students know:
  • how to use the design process to solve a complex problem.
  • strategies for creating a prototype as part of a cyclical design to solve a problem.
  • strategies for testing and refining prototypes as part of a cyclical design process to solve a complex problem.
  • characteristics of a cyclical design process.
Skills:
Students are able to:
  • develop, test, and refine prototypes as part of a cyclical design process to solve a complex problem.
Understanding:
Students understand that:
  • developing, testing, and refining are necessary steps in creating an effective prototype.
Tags: event, input, problem solving, Sprite Lab, user input
License Type: Custom Permission Type
See Terms: https://code.org/tos
For full descriptions of license types and a guide to usage, visit :
https://creativecommons.org/licenses
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  This resource provided by:  
Author: Aimee Bates