Lesson Plan - 1 Computer Science Scratch Game Development Topic: Events and Variables Class: Period: Mode: Classroom/Lab Teacher: ____________________________________________________________________________________ Learning Support Assistant: ____________________________________________________________ S.M.A.R.T. Learning Objectives By the end of this session, students will be able to: 1. Launch Scratch and get familiarized with the Scratch interface. 2. Use variable for storing information in sprites. 3. Use events blocks to trigger scripts or series of code 4. Define the movement of sprites using motion block. 5. Play audio in sprites using sound blocks. Resources 1. video https://www.youtube.com/watch?v=hzHausXqtSs (0.00 to 6.56). 2. Use the eContent to show the animated demos of the lesson. Session Conduction Engage: Ask students what is a computer program. Name a few programming languages. Have they heard about the Scratch programming? If yes, what is it about? Ask them to describe the Scratch window. Recap the previously taught topics of Scratch. Concept introduction: Define what is variables and events and why we need them. It is helpful to think of a variable as a container of sorts that can hold one piece of information at a time, like a word or a number. Variables are used to store information like the score of a player, the player's name, the level of the game player is playing, etc., so any information that is required in a sprite. Describe events are triggers to make an action happen. E.g., what will be the action when we see a red light in a traffic signal, a seat belt sign on an airplane, a low petrol sign in a car, Similarly in Scratch events like the keypress, mouse click, sprite click, etc.
Concept Demo/Explanation: Explain the use of blocks. Scratch is a \"block-based\" programming language. This means instead of writing lines of code to program, we use \"blocks\". Each block has a specific category that describes what its purpose is. We can add motion, sound, events, operators, looks variables, etc. Inform before using variables in sprites we have to calculate how many variables will be needed to store information. Each variable should have a unique name. Variable values can be overwritten. Ask students how many variables will be required for adding two numbers. Concept Practice: Ask students to add some motion blocks, sound blocks, and music blocks. in Scratch. Using look and event blocks make sprite broadcast messages to each other. Add sound from the Scratch sound library and use sound blocks for playing the entire sound, changing volume, clearing sound effects, etc. Create variables for adding two numbers. Optional Activity: Watch the video in the resources section. Practical Application: Complete the lab activity of the chapter. Home Assignments 1. Revise the topic covered. 2. Practice the interactive exercises in Edusoft Smart App. 3. Solve any additional exercises on the playground.edusoft.co.in Guided Assignment Students can watch https://www.youtube.com/watch?v=ht6HBh6rkMs and find out more about events and discuss their findings with the teacher. Evaluation After completing the lesson solve the exercises given in the book.
Lesson Plan - 2 Computer Science Scratch Game Development Topic: Looping and Reiteration Class: Period: Mode: Classroom/Lab Teacher: ____________________________________________________________________________________ Learning Support Assistant: ____________________________________________________________ S.M.A.R.T. Learning Objectives By the end of this session, students will be able to: 1. Understand looping and decision-making. 2. Work with an if block and else block for decision-making in Scratch. 3. Use operator block to design expression for conditions to compare values. 4. Reiterate some code of scripts using a control loop. 5. Draw various shapes using pen blocks. Resources 1. video https://www.youtube.com/watch?v=hzHausXqtSs (6.57 onwards). 2. Use the eContent to show the animated demos of the lesson. Session Conduction Engage: Recap the previous topic. Ask students can they vote or get a driving license. If not, why. What is the right age for voting? Use this example to explain the decision- making used in programming languages. Ask students they may have come across situations when they have to make decisions like if raw material for noodles is available, I will make noodles else I will order. Concept introduction: In programming, a very important part is checking conditions. Taking the age example explain condition checking. If the condition age>18 is true you can vote else not. In Scratch, this is done with the if () block. If the condition is true then if () block is executed Else block which contains another piece of code runs if the condition is false. To check conditions comparison operators are used.
Introduce iteration that allows the repetition of commands or a set of lines. Like playing our favorite song again and again on a loop in a media player, Concept Demo/Explanation: Use examples to display the WELCOME message if the passcode is harry123. Use the cat, banana, and apple code from the book to explain further. Using operator block show how to calculate arithmetic operation and comparison. Show how to place sprite randomly in any position using generate random numbers block. Explain what is the difference between finite and infinite reiteration with real-life examples of heart beating, bulb flashing, and skipping rope 20 times. Write code to show how reiterations are implemented in Scratch using repeat, repeat until, and forever blocks. Demonstrate how to code the Beatle feast game in Scratch. Concept Practice: Ask students to calculate the sum of two numbers using an operator block and challenges. Also, ask them to explore finite and infinite reiteration. Explore pen blocks and other blocks related to it to draw different shapes like squares, rectangles, hexagons, and circles. Optional Activity: Play the video from the resources section and discuss it with students Practical Application: Complete the lab activity of the chapter. Home Assignments 1. Revise the topic covered. 2. Practice the interactive exercises in Edusoft Smart App. 3. Solve any additional exercises on playground.edusoft.co.in Guided Assignment Students can watch https://www.youtube.com/watch?v=WpvuQrE7I7Y&list=PLgXOHfa04hZMjSCm_eIKnFh 34tkaY8Hp8&index=7 and https://www.youtube.com/watch?v=cqCHdbcOvR8&list=PLgXOHfa04hZMjSCm_eIKnFh3 4tkaY8Hp8&index=3 and discuss further with their teacher. Evaluation After completing the lesson solve the exercises given in the book.
Lesson Plan - 3 Computer Science Scratch Game Development Beetle Feast Game Class: Period: Mode: Classroom/Lab Teacher: ____________________________________________________________________________________ Learning Support Assistant: ____________________________________________________________ S.M.A.R.T. Learning Objectives By the end of this session, students will be able to: 1. Design a Beetle Feast game. Resources 1. video https://www.youtube.com/watch?v=KWPEKj4- XIY&list=PLgXOHfa04hZMjSCm_eIKnFh34tkaY8Hp8&index=2 (9.11). 2. Use the eContent to show the animated demos of the lesson. Session Conduction Engage: Recap the previous topics. Concept introduction: Explain the game Beetle Feast. It is a game where a frog will catch a bug by moving the frog left and right using left and right keys. Concept Demo/Explanation: Ask students what sprite and variables will be required for the game. Two variables will be needed for the score and life. The game will start by pressing the run icon. If the player exhausts their life the game will stop. Motion block will be used for controlling the Frog and Beetle on the stage. Concept Practice: Create the stage and give a backdrop of blue sky. Add the variables to the stage. Use the steps in the book to add the game script for Froggy and Beetle. Add the script for beetle touching the frog and ground. The game will stop if all 5 live expire and on pressing the spacebar key.
Optional Activity: Watch the video from the resources section. Practical Application: Complete the activity given under the lab activity section of the chapter. Home Assignments 1. Revise the topic covered. 2. Practice the interactive exercises in Edusoft Smart App. 3. Solve any additional exercises on playground.edusoft.co.in. Guided Assignment Ask students to visit https://www.youtube.com/watch?v=kVZ1Qahf1Aw&list=PLgXOHfa04hZMjSCm_eIKnFh34tkaY8Hp8&i ndex=1 and discuss their findings with the teacher. Evaluation After completing the lesson solve the exercises given in the book.
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