Unit 4 - Games 1
Unit 4 - Games 1
PDFelement
UNIT 4
GAMES
UNIT 4
OVERVIEW
THE
THE “BIG IDEA”IDEA”
“BIG
Personalization is an important guiding principle in the design of the creative computing experience. By “personalization”, we
mean both connecting to personal interests and acknowledging that personal interests can vary considerably. There are many
ways of knowing and doing – and exploring these multiple ways can help support interest, motivation, and persistence among
young learners. In this unit, learners explore some of the advanced concepts and challenging problems associated with game
design. An advanced concept or challenging problem can be made more accessible if rooted in activities that are personally
meaningful. As an example of the power of context, we turn to a story shared by Mitch Resnick – the director of the Scratch
project at MIT.
A few years ago I was at one of our Computer Clubhouse after
school centers and I saw a 13-year-old boy working on creating his
own game. He was able to control a character, in this case, a fish. He
wanted the game to keep track of the score, so you could see how
many little fish had been eaten by the big fish, but he didn’t know
how.
POSSIBLE PATH
SESSION 1 SESSIONS 1- 3
UNIT 4 ACTIVITY
DREAM GAME OBJECTIVES
By completing this activity, students will:
❑ Divide students into small groups of 2-3 people. ❑ paper to write down game design elements
❑ things to sketch with (pencils, pens, markers, etc.)
❑ In their small groups, ask students to generate a list of
games that they enjoy playing. They can compose the
list using their design journals or a sheet of paper. We REFLECTION PROMPTS
suggest facilitating the brain dump brainstorming
activity: give students a short time period (1-2
+ Make a list of your favorite games.
minutes) to write down as many games as they can.
+ What do the games have in common?
Then, have students narrow down their favorites from
+ What features of their design make them a game?
the brain dump list.
+ Create a list of design elements for your dream
❑ After a few minutes, ask groups about their list of game.
games:
What do the games have in common?
What features of their design make them a game? REVIEWING STUDENT WORK
❑ Facilitate a class discussion about what characteristics
make up a game and generate a class list of common + Do the dream game lists include features of games?
game mechanics. Next, ask students to imagine their + What design elements are similar or different from
dream game and write a list of design elements for the class group list?
that game. + What do the lists tell you about the kinds of games
and the types of play your students enjoy?
❑ Invite students to share their dream game lists in their
small groups or critique groups (see Unit 0 Critique
Group activity) to get feedback and suggestions.
UNIT 4 ACTIVITY
STARTER GAMES OBJECTIVES
By completing this activity, students will:
+ develop greater fluency with computational
concepts (conditionals, operators, data) and
practices (experimenting and iterating, testing and
SUGGESTED TIME
debugging, reusing and remixing, abstracting and
45–60 MINUTES
modularizing) by working on a self-directed game
project
MAZE
HOW CAN YOU USE SCRATCH TO BUILD
AN INTERACTIVE GAME?
START HERE
❑ Draw a maze-like background and use different
colors for the walls and end-of-maze marker.
❑ Add a sprite.
❑ Make your game interactive!
These scripts give the player control over sprite movement in the
maze.
THINGS TO TRY
❑ Add multiple levels to your game! This can This tells your sprite where to begin
be done through the use of different and marks the start of the maze.
backdrops and using broadcast blocks to
trigger the next level. This tells the end-of-maze sprite
❑ Use the make a variable block to keep score! that players win when the ball
❑ Experiment with timer blocks to add new touches this sprite.
challenges to your maze!
This will cause your sprite to bounce off
the blue walls of the maze.
PONG
HOW CAN YOU USE SCRATCH TO BUILD
AN INTERACTIVE GAME?
START HERE
❑ Create two sprites: a paddle for the user to
control and a ball the user will be playing with.
❑ Make your paddle sprite interactive.
❑ Bring your game to life!
THINGS TO TRY
❑ How do you add difficulty to your game?
Creating different levels, using a timer, or
keeping score are a few examples of things
you could do.
❑ Experiment with changing the look of your Interacts with the walls
game by editing the backdrops! Interacts with the paddle
❑ Explore using different key presses to control
your sprites! These control the ball - if touching the paddle or a wall, it continues moving. If
touching red (meaning the ball moved past the paddle) the game ends.
FINISHED?
BLOCKS TO PLAY WITH FINISHED?
FINISHED?