Lesson 10
Overview Lesson Objective
Learn how to carry out a peer assessment
Differentiated Learning Outcomes
ALL students WILL carry out a written assessment of another students game
MOST students WILL make sure to use key words they have learnt throughout the course on games design when providing written feedback
SOME students WILL provide a well written, critical yet supportive peer assessment, supporting it references to the game they have reviewed
Starter
Write Learning Objective onto Self-Assessment page of workbooks.
Activity
Teacher:
Recap on the work carried out last lesson.
Student:
Continue and finish developing their game in Kodu.
Use Peer Assessment Sheet to evaluate their partners game.
(It is very difficult to predict where your students will actually be up to on their 10th lesson! Difference in skills, ability, lessons off due to interaction days, PPR etc can all lead to a situation where you could quite easily be behind, on target or ahead of schedule by this point in my plan.
The ideal is that this lesson is used to finish off their games, first 20 mins only, with final touches and then they get to reflect on them as their peers play and asses their game.
If you feel another lesson is needed then feel free to over flow into it. The intention is not to start the Cambridge Mock Assignment “Making a Video Game for a Given Purpose” until the start of term 3 anyway).
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
Lesson10.pptx
Archway Kodu Structured Workshop (Teacher Guide).docx
Self Assessment Sheet.doc
Lesson10 Peer Assessment Sheet.doc
Module 9.1 - Kodu Games Lab Workshop
Lesson 9
Overview Lesson Objective
Learn more on scoring and the basics of communication
Differentiated Learning Outcomes
ALL students WILL be able to describe how scoring can be used in a computer game to provide a “win” situation.
MOST students WILL explain how scoring can be used to cause characters to change behaviours thus making a game dynamic and challenging
SOME students WILL be able to apply this knowledge independently in order to add extra depth and complexity to their Kodu game
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”.
Mini Game Creation Project
Have the students continue to develop their game worlds for their mini project. As they carry on developing them, encourage them to think about scoring and how it might work in their world to change the behaviour of characters. To aid in this give students “Student Sheet Activity 9 - Scoring and Behaviour.docx” to work through and consider while developing their game.
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 5.doc to students and explain it is due for handing in next week.
Resources
Lesson9.pptx
Self Assessment Sheet.doc
Archway Kodu Structured Workshop (Teacher Guide).docx
Lesson 9 - Scoring V1.kodu
Lesson 9 - Scoring V2.kodu
Lesson 9 - Bonk-Out.kodu
Archway ICT Department
Y9 Scheme of Work
Archway ICT Department - KS3 Strategy Module 9.1