Basic Paths
- Lesson plan 6: Basic paths; Follow the Yellow Brick Road idiom
- Slides for module 6 and PowerPoint source
- Student Ages: 9-14 years old
- Activity Time: 45-60 minutes
- Activity Level: Beginner Coder
Prerequisites
- Download and Installation of Kodu
- Lesson 1: Eating apples
- Lesson 2: Color Filters
- Lesson 3: Indentation and scores
- Lesson 4: Rule Ordering
- Lesson 5: State Machines
Learning Objectives
- Learn to create structures that serve as roads or walls.
- Learn to associate paths with colors.
- Learn to follow a path.
- Learn to detect if the character reached the end of the path.
- Learn to send messages with the “say” action.
Contents
- Lesson plan 6: Basic paths; Follow the Yellow Brick Road idiom
- Slides for module 6 and PowerPoint source
- HexGraph1 exercise: Following a series of paths using a state machine
- Ants1 exercise: Ant trap. It combines pursuit, path following, and state machines.
- Assessment 6: Paths and graph structures
Student Activities
HexGraph1 Exercise: Following a series of paths using a state machine
Explore the Kodu World: “HexGraph1”. Student will be playing cooperatively to observe the character following a series of paths to reach the desired object: castle. Experiment with paths required to cross before safely reaching the desired object. Demonstrate the learning by building a solution using the sequence of path colors required to reach the desired object. Develop a state machine with pseudo code. Then write the state machine using the concept of paths in the world. Test the sate machine solution by writing code and running the program. Complete a journal activity to document and record any experiments undertaken by the group.
Subjects:Math, Art, Computer Science Design Technology, Digital Literacy, 21st Century Learning Skills
Ants1 Exercise: Ant trap. It combines pursuit, path following, and state machines.
Explore the Kodu World: “Ants1”. Student will be playing to move from the village to the dessert with the desired characters: ants. Experiment with code required to have the desired character from the village to the dessert. Demonstrate the learning by building a solution following the state machines required to move between the village and dessert. Follow the three state machine logic to move between the dessert and village. Follow the state machine logic by moving ants from the village to the dessert. Complete a journal activity to document and record any experiments undertaken by the group.
Subjects:Science, Math, Art, Computer Science, Design Technology, Digital Literacy, 21st Century Learning Skills
Performance Expectations
Assessment 6: Paths and graph structure Report an understanding of the following concepts:
engineering roads or walls graphing roads or walls application of nodes application of state machines
Skills
Character, Citizenship, Collaboration, Communication, Creativity, Critical Thinking, Project Based Learning