L2 Lesson Plan - Basketball Throw Strength
L2 Lesson Plan - Basketball Throw Strength
Lesson 2
Learning objectives
Discuss how the game basketball is played and how movement is used
Define a function
Modify a program to gather data and visualise the data
Create a program to gather the strength of a throw in basketball
Key vocabulary
function, efficiency, data logging, visualisation
Preparation
Subject knowledge:
An understanding of the makecode programming environment will aid the lesson
and completion of the KS2 transition lessons will allow progression from concepts
covered. Students will be able to access the learning without the previous
lessons but an advantage will be had by any that have undertaken the previous
activities and lessons.
Pedagogy:
PRIMM – The lesson has a structure to allow understanding to be developed
throughout the lesson to enable all to access the activities.
Assessment opportunities
Through questioning linked with the activities the learners will be able to
demonstrate their understanding.
The worksheet allows activity notes to be made and observing learners in their
pairs will aid assessment of understanding.
Please note that the slide deck labels the activities in the top right-hand corner
to help you navigate the lesson.
The aim is they understand that the person playing the game needs
to throw a basketball from a location towards the hoop / basket to
get a point. The different distances require a force from the person
playing to get it into the hoop.
Activity 1 Functions
(Slides 5–
8) Slide 5 – Introduce learners to a function and how they are used in
block based programming. Introduce key words – function,
15 mins efficiency, called. The image is of the program they will look at on
the next slide.
Run the program and discuss how the function is created to the side
of the main program but can be called multiply times by using the
call basket block. This program has only two inputs but more could
be added. The program acts as a celebration for a basket being
achieved. This could be improved by adding in a variable score to
Slide 7 – Ask learners to use the same program to now edit it to add
in a text display to say a basket has been achieved. Stretch
learners to add a variable with a score adding up too.
Discuss how adding the text output to the function means it updates
in all locations that it is used, saving time and making the program
efficient.
Slide 13 – Continue to move all the blocks into the function and just
call the function in the main program on start block. Again,
instructions on the slide are also in the worksheet.
Explain that the program means that both the A and B button needs
to be pressed at the same time as the touch sensor. (if you have not
got version 2 micro:bits amend this to be shake or take the if out
and just have the a and b buttons used). This is to make it a little
Slide 17 – Ask learners to now look at their data and see the graph
created. Answer the questions on the worksheet to see what the
data shows them about their throwing.
Activity 5 Plenary
(Slide 18)
Slide 18 – This task reinforces the visualisation aspect of the lesson
5 mins and looks at the graph created and asks who had the strongest
throw – player 1 or 2. It is close but player 1 had a slightly stronger
throw and can be seen in the higher spike.
2 mins
Resources are updated regularly — the latest version is available at: ncce.io/tcc.
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