Presentation is loading. Please wait.

Presentation is loading. Please wait.

Key Stage 3 ICT Lesson 2 - Programming. Starter Start Kodu. Re-familiarise yourself with how it works. Play some of the pre-made games. Try and change.

Similar presentations


Presentation on theme: "Key Stage 3 ICT Lesson 2 - Programming. Starter Start Kodu. Re-familiarise yourself with how it works. Play some of the pre-made games. Try and change."— Presentation transcript:

1 Key Stage 3 ICT Lesson 2 - Programming

2 Starter Start Kodu. Re-familiarise yourself with how it works. Play some of the pre-made games. Try and change some code and see what it does. In 5 minutes, I will ask you what Kodu is, how it works and what a game is made up of.

3 Become familiar with Kodu Programming. Understand what is meant by WHEN:DO sequences. Know what a KODU game is made up of. Objectives

4 Demonstration Programming an object (tutorials) Testing your code

5 These are the different objects that can exist in your game. Objects

6 Your game is made up of OBJECTS. Different objects have different things Each object can have up to 12 pages of code. These are the different STATES. Each page (or state), can have up to 7 SCORES (lines of code). A line of code is based around WHEN DO (see next slide). Understanding Programming

7 WHEN: DO (What do these SCORES do?)

8 Further: WHEN: DO (What do these SCORES do?)

9 An object has: PROPERTIES: Characteristics (size, invisible, damage etc). BEHAVIOURS: Things it can do (see, hear, bump) ACTIONS: Things it can perform (move, launch, glow) A thing or two about OBJECTS

10 Today you are going to work through some programming tutorials. You are going to try and solve them, as well as attempt to extend the game play by adding what the tutorials suggest. Let’s have a quick look at each of them: Task: Tutorials

11 he object of the challenge is to change the Kodu character’s instructions to that it moves towards the castle. Modifying the code will allow you to achieve a level 4A-5C in this task. Tutorial 1 (Level 4)

12 The challenge is to make the biker jump instead of shoot (level 4). If you can then extend the program to do what Kodu suggests, this can gain you a level 5A – 6C in this task. Tutorial 2 (Level 4-5)

13 The challenge here is to make the biker, pick up an apple and take it to the bridge. If you can add something else to this code you could achieve up to a Level 7 if it is: – Efficient – Structured – Something you have done without teacher assistance. Tutorial 3 (Level 5-7)

14 Complete each of the three tutorials in Kodu. After completing each one (before you move on to the next one), you need to: Screenshot your code which you added (display your code and press PRINT SCREEN). Paste this into the template and explain what you did and whether you were successful. RM Shared  BITE  ICT KS3  Year 9  Kodu Games Design  Lesson 2  Tutorial Evidence Sheet.docx Tutorial Evidence Sheet.docx Your Task

15 Become familiar with Kodu Programming. Understand what is meant by WHEN:DO sequences. Know what a KODU game is made up of. Objectives Review

16 Kodu Challenge Review Let’s go through each tutorial. Volunteers, with support from the class, will program each one to check our solutions on the interactive whiteboard. Challenge? Each volunteer has 60 seconds maximum to complete the solution and test it. Plenary

17 Next lesson you will be beginning to design your game. Complete the game planning sheet. This is ESSENTIAL you do this for homework. Stuck? Lost Sheet? Access it online or see me for another sheet before next lesson. Homework


Download ppt "Key Stage 3 ICT Lesson 2 - Programming. Starter Start Kodu. Re-familiarise yourself with how it works. Play some of the pre-made games. Try and change."

Similar presentations


Ads by Google