9 1b lessons 3 4


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Lesson 4

Overview Lesson Objective

Learn how to make clones and creatables

Differentiated Learning Outcomes

ALL students WILL be able to describe the terms clone and creatable in terms of computer games programming

MOST students WILL be able to explain the differences between the cloning and creatable technique and give the advantages in terms of ease of programming

SOME students WILL be able to link this knowledge and apply it independently in order to create or modify a game when uses multiple characters using creatables

Starter

Write Learning Objective onto Self-Assessment page of workbooks.

Activity

For a detailed step by step teacher guide on how to deliver this lesson, supported with Kodu screenshots and classroom activities please refer to the “Archway Kodu Structured Workshop (Teacher Guide).docx”.

Plenary

Students assess their achievement this lesson by drawing or or on the Self-Assessment page of their workbooks. They also discuss, in pairs (turning to partner) their level of success this lesson, making sure to use key terms from the lesson in their discussion (Literacy Link).

Resources

Lesson4.pptx

Self Assessment Sheet.doc

Archway Kodu Structured Workshop (Teacher Guide).docx

Student Sheet Activity 4 - Creatables.docx

Lesson 4 - Blimps and Jets V1.kodu

Lesson 4 - Blimps and Jets V2.kodu

Module 9.1 - Kodu Games Lab Workshop

Lesson 3

Overview Lesson Objective

Learn how to use the keyboard to move characters, create paths and set up behaviours

Differentiated Learning Outcomes

ALL students WILL be able to describe the possible ways in which you can make a character move in Kodu

MOST students WILL be able to explain the steps involved in programming at least at least 2 different methods to make Kodu move, one of which will be automatically

SOME students WILL be able to link this knowledge and apply it independently to modify a game, making Kodu move to input from the user and in response to behaviours

Starter

Write Learning Objective onto Self-Assessment page of workbooks.

Activity

For a detailed step by step teacher guide on how to deliver this lesson, supported with Kodu screenshots and classroom activities please refer to the “Archway Kodu Structured Workshop (Teacher Guide).docx”.

Plenary

Students assess their achievement this lesson by drawing or or on the Self-Assessment page of their workbooks. They also discuss, in pairs (turning to partner) their level of success this lesson, making sure to use key terms from the lesson in their discussion (Literacy Link).

Hand out Homework 2.doc to students and explain it is due for handing in next week.

Resources

Lesson3.pptx

Self Assessment Sheet.doc

Archway Kodu Structured Workshop (Teacher Guide).docx

Student Sheet Activity 3 - Object Behavior and Paths.docx

Lesson 3 - Castle V1.kodu

Lesson 3 - Castle V2.kodu

Archway ICT Department

Y9 Scheme of Work

Archway ICT Department - KS3 Strategy Module 9.1



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