Kodu Introduction; Eating apples in the Kodu world
Learn to navigate through a world by learning programming tiles and the rule editor.
- Lesson plan 1: Kodu Introduction; Eating apples in the Kodu world
- Slides for module 1 and PowerPoint source
- Student Ages: 09-14 years old
- Activity Time: 45-60 minutes
- Activity Level: Beginner Coder
Prerequisites
- Download and Installation of Kodu
Learning Objectives
- Learn how to navigate through a world using the game controller.
- Learn the idioms: “Pursue and Consume”, “Let Me Drive”.
- Learn tile manipulatives.
- Learn how to use the rule editor.
Contents
- Lesson plan 1: Kodu Introduction; Eating apples in the Kodu world
- Slides for module 1 and PowerPoint source
- Slides for Pursue Rule Firing
- Treasure Hunt exercise: explore a world to locate objects
- Apple1X tips: pursue and eat apples; compete with the fish
- Star1X tips: pursue and eat all the stars
- Star2 exercise: pursue and eat both hearts and coins; rule ordering
- Closest1 exercise: First Law of Kodu
- Laws of Kodu exercise: participatory demonstration of the laws
- Flee1X exercise: flee the pushpad, pursue and eat the coins
- Worksheet 1: Pursue and Consume idiom, nearest object first
- Worksheet 2: Pursue and Consume idiom, nearest object first
- Worksheet 3: Pursue and Consume idiom, nearest object first
- Worksheet 4: First Law of Kodu exercise
- Homework 1: Make a Pursue and Consume demo
Student Activities
Treasure Hunt Exercise: Explore a world to locate objects
Explore and run the following Kodu Worlds: “Treasure1”, “Treasure1b”, “Treasure1”, “Treasure1b”. Collaborate as a team to explore and record observations about the objects. Use Science process skills in observing and experimenting in the Worlds.
Subjects:Science, Computer Science, Engineering, Digital Technology, 21st Century Learning
Activity Note: Replace Gamepad with Touch or Keyboard.
Apple1X Tips: Pursue and eat apples; compete with the fish
Explore and run the following Kodu World: “Apple1X”. Apply Critical Thinking skills as your character competes with the fish to pursue and eat apples. Use Computer Science skills to program character movement and action. Use Math skills by measuring the distance from the character to the object. Use Science skills to experiment with moving the object closer the character to fix the program. Students will discuss the distance required before the character pursues the object.
Subjects: Math, Science, Computer Science, Engineering, Digital Technology, 21st Century Learning
Star1X tips: pursue and eat all the stars
Explore and run the following Kodu World: “Star1X”. Apply Critical Thinking skills to create logic for the character to pursue and eat all the stars. Use Computer Science skills to program character movement and action. Use Science skills of deductive and inductive reasoning skills to observe and make predictions on the characters and objects. Students will discuss the interactions between the objects and characters.
Subjects: Math, Science, Computer Science, Engineering, Digital Technology, 21st Century Learning
Star2 exercise: pursue and eat both hearts and coins (rule ordering)
Explore and run the following Kodu World: “Star2”. Apply Critical Thinking skills to follow the rule ordering to pursue and eat both hearts and coins. Use Computer Science skills to program the character movement and its actions. Use Science skills in logical reasoning to determine how to systematically interact with the first type of object then the second type of object. Students will discuss the logical reasoning involved in coding this program.
Subjects: Math, Science, Computer Science, Engineering, Digital Technology, 21st Century Learning
Closest1 exercise: First Law of Kodu
Explore and run the following Kodu World: “Closest1”. Display Critical Thinking skills to apply First Law of Kodu: Each rule picks the closest matching object. Use Science skills to make inferences as well as predictions about the rules controlling this program. Students will discuss their observations and the actual behavior of the program.
Subjects: Science, Engineering, Digital Technology, 21st Century Learning
Laws of Kodu exercise: participatory demonstration of the laws
Explore and run the following Kodu World: “Laws1X”. Display Critical Thinking skills to apply First Law of Kodu: Each rule picks the closest matching object. Use Computer Science skills to program the character movement and its actions. Use Science skills to make inferences as well as predictions about the rules controlling this program. Use Math skills by predict the score of the program by interacting with objects. Students will discuss their observations and the actual behavior of the program.
Subjects: Math, Science, Computer Science, Engineering, Digital Technology, 21st Century Learning
Flee1X exercise: flee the pushpad, pursue and eat the coins
Explore and run the following Kodu World: “Flee1X”. Apply Critical Thinking skills to pursue and eat the coins while displaying creativity to flee the pushpad. Use Computer Science skills to program the character movement and its actions. Use Math skills by measuring the distance from the character to the object. Use Science skills to experiment with moving the object closer the character to fix the program. Students will discuss the distance required before the character pursues the object.
Subjects: Math, Science, Computer Science, Engineering, Digital Technology, 21st Century Learning
Worksheet 1: Pursue and Consume idiom, nearest object first
Explore an unplugged activity to apply the basic concepts of motion and actions. Apply Critical Thinking skills to decode the logic for the character pursuing and consuming the nearest object first. Use Computer Science skills to decode the program with movement and action. Use Science skills of deductive and inductive reasoning skills to observe and make predictions on the characters and objects. Students will discuss the interactions between the objects and characters.
Subjects: Science, Computer Science, Engineering, Digital Technology, 21st Century Learning
Worksheet 2: Pursue and Consume idiom, nearest object first
Explore an unplugged activity to apply the basic concepts of motion and actions. Apply Critical Thinking skills to write the program logic for the character pursuing and consuming the nearest object first. Use Computer Science skills to write a program that applies concepts of movement and action. Use Science skills of deductive and inductive reasoning skills to observe and make predictions on the characters and objects. Students will discuss the interactions between the objects and characters.
Subjects: Science, Computer Science, Engineering, Digital Technology, 21st Century Learning
Worksheet 3: Pursue and Consume idiom, nearest object first
Explore an unplugged activity to apply the basic concepts of motion and actions. Apply Critical Thinking skills to decode the logic for the character pursuing and consuming the nearest object first. Computer Science skills to decode the program with movement and action. Use Science skills of deductive and inductive reasoning skills to observe and make predictions on the characters and objects. Students will discuss the interactions between the objects and characters.
Subjects: Science, Computer Science, Engineering, Digital Technology, 21st Century Learning
Worksheet 4: First Law of Kodu exercise
Explore an unplugged activity to apply the basic concepts of motion and actions. Display Critical Thinking skills to decode the program that reflects the First Law of Kodu: Each rule picks the closest matching object. Use Computer Science skills to decode the program with movement and action. Use Science skills of deductive and inductive reasoning skills to observe and make predictions on the characters and objects. Students will discuss the interactions between the objects and characters.
Subjects: Math, Science, Computer Science, Engineering, Digital Technology, 21st Century Learning
Performance Expectations
Homework 1: Make a Pursue and Consume demo
Explore and run the following Kodu World: “FreeWorld1”. Apply Critical Thinking skills to pursue and eat the coins while displaying creativity to flee the pushpad. Use Computer Science skills to program the character movement and action. Use Science skills of deductive and inductive reasoning skills to follow the game rules. Students will discuss the required movement and actions.
Skills
Character, Citizenship, Collaboration, Communication, Creativity, Critical Thinking, Project Based Learning