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Summary of The Lesson Plans
Summary of The Lesson Plans
Learning objectives
1. To identify what makes a good game and identify areas of improvement
Lesson 1 2. To apply decomposition to game investigation
3. To create pseudocode for game aspects
INVESTIGATING
A SIMPLE GAME Lesson overview
Students are introduced to a simple game in Construct 3 and investigate
the game using decomposition and the use of pseudocode in planning.
Resources
Lesson Duration Worksheet 1.1 - Video game analysis
45-60 mins Worksheet 1.2 - Construct 3 example game decomposition
Worksheet 1.3 - pseudocode creation
Learning objectives
1. To identify what is an input and output
Lesson 2
2. To create a sprite with a behavior to move by keyboard arrows
3. To demonstrate an effective testing table
ADDING A
SPRITE AND
Lesson overview
CONTROL ITS
Students are introduced to the workspace and add a tiled background and
MOVEMENT
a sprite. Students add 2 behaviors to control the movement of the sprite
and learn about effective testing.
Resources
Lesson Duration
Worksheet 2.1 - Input and outputs
45-60 mins
Worksheet 2.2 - Testing table
Learning objectives
1. To identify what is an event and action
2. To create an event and action within the game
Lesson 3 3. To demonstrate an effective testing table
Resources
Lesson Duration
Worksheet 3.1 - Events and Actions
45-60 mins
Worksheet 3.2 - Testing table
Resources
Lesson Duration
Worksheet 3.1 -Data types
45-60 mins
Worksheet - Testing table
Learning objectives
1. To identify between audience types
2. To create an instructions page with start button
Lesson 5 3. To demonstrate an effective testing table
Resources
Lesson Duration
Worksheet 3.1 - Audience types
45-60 mins
Worksheet - Testing table
Learning objectives
1. To identify stages in a project lifecycle
2. To create a game over page that is activated by an event
Lesson 6 3. To demonstrate an effective testing and evaluation stage
Resources
Lesson Duration
Worksheet 4.1 - Project lifecycle stages
45-60 mins
Worksheet - Testing table
Resources
Lesson Duration
Worksheet 7.1 - Computational thinking strands
45-60 mins
Worksheet 7.2 - Testing table
Learning objectives
1. To identify flowchart symbols
2. To create a moving sprite contained within maze walls
3. To demonstrate an effective testing stage
Lesson 8
Lesson overview
FLOWCHARTS
Students are asked to look at flowcharts and how they are used to visualise
an algorithm. The students continue to build on their game creation by
adding the walls to the maze, movement to the sprite and additional
behaviors and sprites.
Resources
Lesson Duration
Worksheet 8.1 - Follow the flowchart
45-60 mins
Worksheet 8.2 - Testing table
Learning objectives
1. To identify how a compound conditional statement is structured
2. To create a compound conditional event and action for a collision
Lesson 9
3. To demonstrate an effective testing stage
COMPOUND
Lesson overview
CONDITIONAL
Students are asked to look at compound conditional statements and how
STATEMENTS
they are used in programming. The students continue to build on their
game creation by adding the events on the toast to ensure it fades when it
collides with the sprite.
Resources
Lesson Duration
Worksheet 9.1 - Writing a compound conditional statement
45-60 mins
Worksheet 9.2 - Testing table
Resources
Lesson Duration
Worksheet 10.1 - Writing a compound conditional statement
45-60 mins
Worksheet 10.2 - Testing table
Learning objectives
1. To identify the difference between actions and libraries in Construct 3
2. To create a way to end the game when the enemy catches the sprite
Lesson 11
3. To demonstrate an effective testing stage
USING
Lesson overview
LIBRARIES
Students are asked to look at libraries and how they are used in
programming. The students continue to build on their game creation by
behaviors and game over functionality.
Resources
Lesson Duration
Worksheet 11.1 - Matching actions to the library
45-60 mins
Worksheet 11.2 - Testing table
Learning objectives
1. To identify the difference between variable naming conventions
Lesson 12 2. To create a way to make the water move along a path
3. To demonstrate an effective testing stage
VARIABLE
NAMING Lesson overview
CONVENTIONS Students are asked to look at different naming conventions for variables.
The students continue to build on their game creation by completing the
game with making the water sprite flow along a path.
Resources
Lesson Duration
Worksheet 12.1 - Sort variable names into naming conventions
45-60 mins
Worksheet 12.2 - Testing table
Learning objectives
1. To identify areas for improvement
Lesson 13 2. To gain feedback on changes made
3. To develop the final game
IMPROVEMENTS
AND FEEDBACK Lesson overview
Students are asked to consider feedback from others and develop their
game further to improve the final game.