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Teacher tutorial Lesson 3: Logic

LESSON OVERVIEW
 
Students will complete the logic code tutorias in the Tokymaker Workbook to learn how to use conditional statements like [IF/DO] and  [IF/DO/ELSE] to program rules and choices into their games.

Booleans are a data type that students will learn about in this course. In this stage, students will learn about Boolean (true/false) values, and explore how they can be used to evaluate logical questions.

 

Essential Question: How would you use logic to add rules and choices to your game?

 
LESSON TAGS
 
GRADE LEVEL SUBJECTS DIFFICULTY DURATION
middle school

 

STEM/STEAM, engineering, computer science beginner 70 minutes
PREREQUISITE KNOWLEDGE SUPPLIES ASSESSMENT RESOURCES
Hello World: Knows how to use Tokymaker, code blocks in sequence and upload code from the website.

Tutorial: Inputs & Outputs

Starter kit (1 kit per group of 2-3 students)

MacBook OSX, or Chromebook, or Android Tablet or Android Smartphone with version 6.0 up. Internet

Use this guide to assess students’ understanding of the concepts taught in the tutorials. Tokymaker Workbook

 

Debugging Checklist

 

Logic Answer Key (included at the end)

 

STANDARDS
 
CSTA

 

1B-A-3-7: Construct and execute an algorithm (set of step-by-step instructions) which includes sequencing, loops, and conditionals to accomplish a task, both independently and collaboratively, with or without a computing device.

1B-D-4-14: Use numeric values to represent non-numeric ideas in the computer (binary, ASCII, pixel attributes such as RGB).

 

1B-A-5-4: Construct programs, in order to solve a problem or for creative expression, that include sequencing, events, loops, conditionals, parallelism, and variables, using a block-based visual programming language or text-based language, both independently and collaboratively (e.g., pair programming).

 

2-A-5-6: Develop programs, both independently and collaboratively, that include sequences with nested loops and multiple branches.

 

Common Core Math Standards

5.OA.1 – Use parentheses, brackets, or braces in numerical expressions, and evaluate expressions with these symbols.

5.OA.2 – Write simple expressions that record calculations with numbers, and interpret numerical expressions without evaluating them. For example, express the calculation “add 8 and 7, then multiply by 2” as 2 × (8 + 7). Recognize that 3 × (18932 + 921) is three times as large as 18932 + 921, without having to calculate the indicated sum or product.

6.NS.8 – Solve real-world and mathematical problems by graphing points in all four quadrants of the coordinate plane. Include use of coordinates and absolute value to find distances between points with the same first coordinate or the same second coordinate.

6.EE.9 – Use variables to represent two quantities in a real-world problem that change in relationship to one another; write an equation to express one quantity, thought of as the dependent variable, in terms of the other quantity, thought of as the independent variable. Analyze the relationship between the dependent and independent variables using graphs and tables, and relate these to the equation. For example, in a problem involving motion at constant speed, list and graph ordered pairs of distances and times, and write the equation d = 65t to represent the relationship between distance and time.

7.EE.4 – Use variables to represent quantities in a real-world or mathematical problem, and construct simple equations and inequalities to solve problems by reasoning about the quantities.

8.F.1 – Understand that a function is a rule that assigns to each input exactly one output. The graph of a function is the set of ordered pairs consisting of an input and the corresponding output.1

8.F.2 – Compare properties of two functions each represented in a different way (algebraically, graphically, numerically in tables, or by verbal descriptions). For example, given a linear function represented by a table of values and a linear function represented by an algebraic expression, determine which function has the greater rate of change.

A.REI.3 – Solve linear equations and inequalities in one variable, including equations with coefficients represented by letters.

A.REI.10 – Understand that the graph of an equation in two variables is the set of all its solutions plotted in the coordinate plane, often forming a curve (which could be a line).

Common Core Math Practices

MP.1 – Make sense of problems and persevere in solving them.

MP.2 – Reason abstractly and quantitatively.

MP.3 – Construct viable arguments and critique the reasoning of others.

MP.4 – Model with mathematics.

MP.5 – Use appropriate tools strategically.

MP.6 – Attend to precision.

MP.7 – Look for and make use of structure.

MP.8 – Look for and express regularity in repeated reasoning.

 

 

Teacher’s tutorial:

TM_Tutorial 3_ Logic Lesson New Version

Code Retrieve Hidden Treasure:

Hidden Treasure (27 downloads)

 

Code “Choose your own colour”:

Choose your own colour (36 downloads)

 

Pixels and RGB Video:

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Skills

Posted on

January 30, 2018