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