Home/Resources/Guided Investigation
Guided Investigation
- Lesson plan 2: Guided Investigation
- Slides for lesson 2 and PowerPoint source
- Student Ages: 8-14 years old
- Activity Time: 45 minutes
- Activity Level: Beginner Coder
Prerequisites
- Download and Installation of Kodu
- Lesson 1: Managed Test Drive
Learning Objectives
- Navigate the menus associated with characters
- Describe the When…Do… game action
- Model the When…Do… in an unplugged activity
- Follow a tutorial to create When…Do… constructs
- Communicate ideas for modifying game characters and actions
- Revise the action of the characters in the Flashy Fishbot game
Contents
- Lesson plan 2: Guided Investigation
- Slides for lesson 2 and PowerPoint source
- Lesson 2: Print Student Guide:
- Kodu Makerspace: Guided Investigation (1 per student)
- Lesson 2: Present Teacher Resources:
Student Activities
Warm up review of Flashy Fishybots
Introduce Guided Investigation by presenting the Big Questions with slide 2: Questions we’ll answer. Explore and run the Kodu World: “Flashy Fishbots” Kodu Game Lab main menu.
Subjects: Computer Science, Design Technology, Digital Literacy, 21st Century Learning Skills
The When…Do…Programming Construct
Students will learn to program the characters’ action as instructed on slide 3: When…Do… Programming Construct Question. Students will make a character bigger when bumped anything in the world. Students will write code with fill-in-the-blank sentences starting on slide 4: When…Do… Programming Construct Question 1
Subjects: Computer Science, Design Technology, Digital Literacy, 21st Century Learning Skills
Unplugged Activity: When…Do…Can Do
Students will complete an unplugged activity using the basic program concept for When…Do… actions. These concepts are reviewed on slide 7: When…Do…Can…Do
Subjects: Computer Science, Design Technology, Digital Literacy, 21st Century Learning Skills
Fishbots Tutorial
Students describe the difference between Kodu tutorials and finished games by following the definitions on slide 9: Fishbots Tutorial. Students will collaborate for pair programming. One student is the Map Reader and the other student as the Driver. Students will collaboratively design, plan, and create a Kodu game.
Subjects: Computer Science, Design Technology, Digital Literacy, 21st Century Learning Skills
Performance Expectations
Flashy Fish Revisions
Students will learn to program the characters’ action as instructed on slide 10: Revise Flashy Fishbots action. Students will receive support to program the characters in the Student Guide Activity: Add A New Line. Students will learn how to save work by showing on slide 11: Saving Changes
Skills
Character, Citizenship, Collaboration, Communication, Creativity, Critical Thinking, Project Based Learning