Day 1

Session 11: Unit 3 Conclusions and Connections

10 minutes

facilitator presentation

Purpose

The session is intended to provide a high level overview of course material not covered in PD. Participants will be introduced to key concepts from Chapter 2 of Unit 3 with a focus on concepts that build on content from previous units.

Objectives

  • Gain exposure to additional concepts in Unit 3

Supplies & Prep

Room Setup:

  • Participants are seated in pods

Facilitator Supplies:

Teacher Materials:

Agenda

Concepts that Build (10 minutes)

Facilitation Guide

Concepts that Build (10 minutes)

Remarks

We have now explored lessons from chapter 1 of unit 3. Now we are going to take a quick look at how the concepts in chapter 2 build on the concepts from chapter 1.

Teaching Tip

This is a high level overview of material not covered in the workshop. It is not expected that teachers will walk away with a full understanding of these concepts. The goal is for teachers to know what is coming and feel confident that they have the skills necessary to teach Unit 3.

Facilitator Notes:

  • Display the Unit 3 calendar to highlight the lessons that have been covered so far.
  • It might be helpful to have participants use their curriculum guide as a resource for this session.
  • Briefly describes the new concepts that will be introduced in chapter 2 using the slide deck.

(4 minutes) Velocity and Abstraction

  • The facilitator introduces the concept of abstraction
    • Abstraction - a simplified representation of something more complex. Abstractions allow you to hide details to help you manage complexity, focus on relevant concepts, and reason about problems at a higher level.
  • Show the velocity video [Llink]
  • Whole Group Discussion: Discuss the abstraction example from the video (counter pattern is now under the hood of the velocity block)

(1 minute) Collision Detection

Game Lab uses the method isTouching to check whether one sprite is touching another sprite (the target). isTouching returns a Boolean, so it can be used inside a conditional to cause something to happen only when two sprites touch.

(1 minute) Functions

A function is a group of commands (blocks) that you give a name so you can use it over and over again.

(4 minutes) End of Unit Project

  • Give an overview of the project goals and expectations

    • The class plans and builds original games using the project guide from the previous lessons. Working individually or in pairs, the class plans, develops, and gives feedback on the games. After incorporating the peer feedback, the class shares out the completed games.
  • Show a sample project [Link]