The Maker.

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Presentation transcript:

The Maker

Variables and Conditional Statements Unit 3

Learning Outcomes: 1- Understand what variables are and why and when to use them in a program. 2- Learn how to create a variable, set the variable to an initial value, and change the value of the variable within the Maker program. 3- Understand what conditional statements are, and why, and when, to use them in a program. 4- Practice using the logic blocks so different conditions produce specifc outcomes. 5- Demonstrate understanding and applying skills by working with classmates to create a game that uses Maker and a program that correctly and effectively uses conditionals.

Key vocabulary

Introduction to Variables Computer programs process information. It stores some information in a temporary location called variables. Programmers create variables to hold the value of information that may change. In a game program, a variable may be created to hold the player’s current score, since that value should change during the game.

Fidget cubes

What pieces of information have values that don’t change? Page 44 The days of the week The year The students’ names The school address Date of Birth Months Names Countries names

What pieces of information have values that do change? Page 45 What pieces of information have values that do change? The temperature/weather The current time Whether they are standing or sitting Weight

Keeping score: Scorekeeper Let’s Have Fun! You Have 1 Minute In group of 3 Play Rock, Paper, Scissors Two students will play and the third one will record the results

Play Rock, Paper, Scissors Variables In this Game Player A wins Player B wins Player A & B Tie Rounds

Unit 3 - Score Keeper Activity Use the Maker and Ardublockly software to program the Score Keeper input and processing using the blocks shown on this slide

Unit 3 - Score Keeper…Continued Program the Score Keeper output using the blocks shown on this slide