These materials have been developed by OśrodekEdukacjiInformatycznejiZastosowańKomputerów (Centre for Information Technology Education and Application of Computers) in Warsaw as part of the “MistrzowieKodowania” (“Masters of Coding”) Programme funded by Samsung Electronics Polska, licensed under CC-BY-SA “Attribution – Share Alike 3.0 Poland”
- Review and revision of previously presented Scratch commands and language structures;
- Introduction of a binary search algorithm;
- Development of a simple logic game;
- Implementation of the game in the Scratch environment.
- The student will understand and be able to use appropriate structural instructions, including a conditional iteration.
- The student will understand the concept of variable and will be able to use it in the programme.
- The student will understand and be able to use messages and programme reactions to a received message.
- The student will be able to implement a simple logic game in the Scratch environment.
- The student will be able to use a binary search algorithm.
Discussion of selected solutions of module V additional tasks
Time to complete this part: about 10 minutes
At the beginning of the lesson we remind students what they were supposed to prepare between classes. We invite a volunteer to present his/her solution. We ask if anyone had a different way of finding a solution. We discuss the solutions (praising correct solutions to individual tasks). If there was no homework, we start by repeating key issues from the previous module. We also ask if students have any doubts regarding their own projects. If anyone wants to show something he/she is proud of, we let him/her do it.
Designing a game involving guessing a number randomly selected by the computer
Time to complete this part: about 20 minutes
At the beginning of the lesson we present the design concept which we want to develop in class. Together with the students we consider how a game involving guessing a number randomly selected by the computer could work. We considering how the programme should react to correct and incorrect answers. How can a response given by the programme prompt the player to find the correct result? We reach the conclusion that the programme should inform the player whether the number provided is smaller or larger than the randomly selected one. Together with the students we discuss this and write down the proposed algorithm on the board.