Lesson 12: A Royal Battle with Events
Overview
In this online activity, students will have the opportunity to learn how to use events in Play Lab and apply all of the coding skills that they've learned to create an animated game. It's time to get creative and make a game in Play Lab!
Purpose
In this online activity, students will learn how to use events in Play Lab. They will start by training the knight to move when an arrow key is pressed, then end with the opportunity to showcase the rest of the skills that they learned throughout this course, including sequence and looping, as part of the final freeplay puzzle.
Agenda
Warm Up (10 min)
Bridging Activity - Events (10 min)
Main Activity (30 min)
Wrap Up (5 - 10 min)
Extended Learning
View on Code Studio
Objectives
Students will be able to:
- Identify actions that correlate to input events.
- Create an animated, interactive story using sequences and event-handlers.
- Share a creative artifact with other students.
Preparation
- Play through the puzzles to find any potential problem areas for your class.
- (Optional) Pick a couple of puzzles to do as a group with your class.
- Make sure every student has a journal.
Links
Heads Up! Please make a copy of any documents you plan to share with students.
For the Students
- Feeling Faces - Emotion Images
- Think Spot Journal - Reflection Journal
Vocabulary
- Event - An action that causes something to happen.
Support
Report a Bug
Teaching Guide
Warm Up (10 min)
Introduction
Review "The Big Event" activity with students:
- What did we "program" the button events to do?
Now we're going to add events to our code. Specifically, we're going to have an event for when two characters touch each other.
- When have you seen two characters touch each other as an event in games?
Bridging Activity - Events (10 min)
Lesson Tip
Students will have the opportunity to share their final product with a link. This is a great opportunity to show your school community the great things your students are doing. Collect all of the links and keep them on your class website for all to see!
Remind the students to only share their work with their close friends or family. For more information watch or show the class Pause and Think Online - Video.
Previewing Online Puzzles as a Class
Pull a puzzle from the corresponding online puzzles. We recommend puzzle 4 of this stage. Call on different students to make a funny face representing a mood when you click on Daisy. Explain this is an event that they are reacting to and Daisy can be coded to change moods when you click on her.
Main Activity (30 min)
Online Puzzles and Free Play
At the final level students have the freedom to create a story of their own. You may want to provide structured guidelines around what kind of story to write, particularly for students who are overwhelmed by too many options.
Wrap Up (5 - 10 min)
Journaling
Having students write about what they learned, why it’s useful, and how they feel about it can help solidify any knowledge they obtained today and build a review sheet for them to look to in the future.
Journal Prompts:
- What was today’s lesson about?
- Draw one of the Feeling Faces - Emotion Images that shows how you felt about today's lesson in the corner of your journal page.
- Draw an event you used in your program today.
- Imagine that you have a remote controlled robot. What would the remote look like? Draw a picture of what you think you could make the robot do.
Extended Learning
Use these activities to enhance student learning. They can be used as outside of class activities or other enrichment.
Look Under the Hood
When you share a link to your story, you also share all of the code that goes behind it. This is a great way for students to learn from each other.
- Post links to completed stories online
- Make a story of your own to share as well!
- When students load up a link, have them click the "How it Works" button to see the code behind the story.
- Discuss as a group the different ways your classmates coded their stories.
- What surprised you?
- What would you like to try?
- Choose someone else's story and click
Remix
to build on it. (Don't worry, the original story will be safe.)
Standards Alignment
View full course alignment
CSTA K-12 Computer Science Standards (2017)
AP - Algorithms & Programming
- 1A-AP-09 - Model the way programs store and manipulate data by using numbers or other symbols to represent information.
- 1A-AP-11 - Decompose (break down) the steps needed to solve a problem into a precise sequence of instructions.
Cross-curricular Opportunities
This list represents opportunities in this lesson to support standards in other content areas.
Common Core English Language Arts Standards
L - Language
- 1.L.6 - Use words and phrases acquired through conversations, reading and being read to, and responding to texts, including using frequently occurring conjunctions to signal simple relationships (e.g., because).
SL - Speaking & Listening
- 1.SL.1 - Participate in collaborative conversations with diverse partners about grade 1 topics and texts with peers and adults in small and larger groups.
- 1.SL.1.a - Follow agreed-upon rules for discussions (e.g., listening to others with care, speaking one at a time about the topics and texts under discussion).
- 1.SL.1.b - Build on others’ talk in conversations by responding to the comments of others through multiple exchanges.
- 1.SL.1.c - Ask questions to clear up any confusion about the topics and texts under discussion.
- 1.SL.5 - Add drawings or other visual displays to descriptions when appropriate to clarify ideas, thoughts, and feelings.
W - Writing
- 1.W.6 - With guidance and support from adults, use a variety of digital tools to produce and publish writing, including in collaboration with peers.
Common Core Math Standards
MP - Math Practices
- MP.1 - Make sense of problems and persevere in solving them
- MP.2 - Reason abstractly and quantitatively
- 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
OA - Operations And Algebraic Thinking
- 1.OA.1 - Use addition and subtraction within 20 to solve word problems involving situations of adding to, taking from, putting together, taking apart, and comparing, with unknowns in all positions, e.g., by using objects, drawings, and equations with a symbol for
Next Generation Science Standards
ETS - Engineering in the Sciences
ETS1 - Engineering Design
- K-2-ETS1-1 - Ask questions, make observations, and gather information about a situation people want to change to define a simple problem that can be solved through the development of a new or improved object or tool.
- K-2-ETS1-2 - Develop a simple sketch, drawing, or physical model to illustrate how the shape of an object helps it function as needed to solve a given problem.
- K-2-ETS1-3 - Analyze data from tests of two objects designed to solve the same problem to compare the strengths and weaknesses of how each performs.