Coding

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Type:Lesson

Estimated Time:90 minutes

Score Type:Auto Score

This lesson automatically provides a score to your gradebook

Available Language: English


Vocabulary: Boolean, coding, condition, control, debugging, event, game design, gaming, goal, if statement, list, programming, strings, user input


Objectives:

  • Students will use the .mouse_move() event to draw on the stage.
  • Students will use a list of strings to get a randomly chosen secret word.
  • Students will create an on/off condition for the drawing tool.
  • Students will use a button to change the mode of game play.
  • Students will use Boolean to set up if statement.
  • Students will store user input and evaluate whether it is correct.

Subjects:

Algorithm Development 

Information Technology > Programming > Algorithm Development 

Algorithms 

Information Technology > Programming > Algorithms 

Analyze Algorithms 

Information Technology > Programming > Analyze Algorithms 

Basic Techniques 

Information Technology > Programming > Basic Techniques 

Control Structures (sequential,conditional etc.) 

Information Technology > Programming > Control Structures (sequential,conditional etc.) 

Control Structures: Selection Control Statements 

Information Technology > Programming > Control Structures: Selection Control Statements 

Data Structures and Syntax 

Information Technology > Programming > Data Structures and Syntax 

Event-based 

Information Technology > Programming > Event-based 

Experimentation

Information Technology > Technology Use In Society > Design Process > Experimentation

General / Basic Concepts of 

Information Technology > Programming > General / Basic Concepts of 

Input / Output Procedures 

Information Technology > Programming > Input / Output Procedures 

Keyboard Use / Input, Output Devices / Proficiency of use

Science > History / Technology / Social Perspectives > Computer Science > Computer skills > Keyboard Use / Input, Output Devices / Proficiency of use

Libraries (Code) 

Information Technology > Programming > Libraries (Code) 

Program Execution 

Information Technology > Programming > Program Execution 

Programming / Code Development: Game Events 

Media Production > Game Design > Programming / Code Development: Game Events 

Programming / Code Development 

Media Production > Game Design > Programming / Code Development 

Python

Information Technology > Programming > Programming Languages > Python

String Processing 

Information Technology > Programming > String Processing 

Use of Mathematical Expressions such as Boolean operators 

Information Technology > Programming > Use of Mathematical Expressions such as Boolean operators 

Vocabulary 

Information Technology > Programming > Vocabulary 
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Standards:

S.4.d Students exhibit a tolerance for ambiguity, perseverance and the capacity to work with open-ended problems.
S.5.a Students formulate problem definitions suited for technology-assisted methods such as data analysis, abstract models and algorithmic thinking in exploring and finding solutions.
S.5.b Students collect data or identify relevant data sets, use digital tools to analyze them, and represent data in various ways to facilitate problem-solving and decision-making.
S.5.c Students break problems into component parts, extract key information, and develop descriptive models to understand complex systems or facilitate problem-solving.
S.5.d Students understand how automation works and use algorithmic thinking to develop a sequence of steps to create and test automated solutions.
2-AP-10 Use flowcharts and/or pseudocode to address complex problems as algorithms. (P4.4, P4.1)
2-AP-12 Design and iteratively develop programs that combine control structures, including nested loops and compound conditionals. (P5.1, P5.2)
2-AP-16 Incorporate existing code, media, and libraries into original programs, and give attribution. (P4.2, P5.2, P7.3)
3A-AP-13 Create prototypes that use algorithms to solve computational problems by leveraging prior student knowledge and personal interests. (P5.2)
3A-AP-15 Justify the selection of specific control structures when tradeoffs involve implementation, readability, and program performance, and explain the benefits and drawbacks of choices made. (P5.2)
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