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Guided Investigation 

Digital Technology Computer Science

Prerequisites 

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

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