Variables: Keeping Collectibles (e.g. cherries) Lesson 3 Top down game – Lesson aims: Create sequences of instructions Rotate and move forward Lesson outline: Students program a character to rotate and move Students program baddies to move randomly Character has to collect a prize and avoid baddies collision detection – Extension: Variables points / times – Powerups collect a power pill to be able to eat the baddies – (show/hide) Lesson 4 Game Design – Lesson aims: Design skills Programming skills Lesson outline: Students plan their own game Students start creating it Lesson 5 Finish Game Assessment – – Lesson aims: Students print and stick their work Students self assess Lesson outline: Students finish their game Students print and annotate their code Possibly self evaluate for homework
Variables: Keeping Collectibles (e.g. cherries) Lesson 3 – Top down game Lesson aims: Create sequences of instructions Rotate and move forward Lesson outline: Students program a character to rotate and move Students program baddies to move randomly Character has to collect a prize and avoid baddies – collision detection Extension: Variables – points / times Powerups – collect a power pill to be able to eat the baddies (show/hide) Lesson 4 – Game Design Lesson aims: Design skills Programming skills Lesson outline: Students plan their own game Students start creating it Lesson 5 – Finish Game – Assessment Lesson aims: Students print and stick their work Students self assess Lesson outline: Students finish their game Students print and annotate their code Possibly self evaluate for homework
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