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Koding Kodu

Digital Technology Computer Science 

  • Lesson plan 3: Koding Kodu
  • Student Ages: 9-14 years old
  • Activity Time: 60 minutes
  • Activity Level: Beginner Coder

Prerequisites 

Learning Objectives

  • Instruct an object to perform a task based on an event-driven paradigm by using a When...Do... statement.
  • Add tiles to a Do… section to represent an action.
  • Select from a set of given instruction tiles to perform a task.

Contents

Student Activities

Activator: Kodu Role-play
The teacher tells the class to act out the following behaviors using the model they made in Lesson 2. When Kodu sees an apple, it moves towards the apple. When Kodu bumps into an apple, it eats it.
Subjects: Design Technology, Digital Literacy, 21st Century Learning Skills

Kodu Kode Puzzle
The teacher has the class cut out the set of Kodu tiles and lead them through placing them in the right spots on the worksheet to match.
Subjects: Design Technology, Digital Literacy, 21st Century Learning Skills

Koding Kodu
The teacher can demo the Kodu world example. Then then students will replicate the Kodu kode they created in the Kodu Tile Puzzle activity in Kodu Game Lab.
Subjects: Design Technology, Digital Literacy, 21st Century Learning Skills

Skills

Character

Citizenship

Collaboration

Communication

Creativity

Critical Thinking

Project Based Learning