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Pyhton

The document is a micro project report on a Simple Number Guessing Game developed using Python, submitted by a group of students from Ahinsa Polytechnic for the academic year 2024-2025. It includes an introduction to the game, implementation details, and learning outcomes, highlighting the use of programming concepts such as loops, conditionals, and user input. The project aims to enhance problem-solving skills and logical thinking for beginners in programming.

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0% found this document useful (0 votes)
18 views16 pages

Pyhton

The document is a micro project report on a Simple Number Guessing Game developed using Python, submitted by a group of students from Ahinsa Polytechnic for the academic year 2024-2025. It includes an introduction to the game, implementation details, and learning outcomes, highlighting the use of programming concepts such as loops, conditionals, and user input. The project aims to enhance problem-solving skills and logical thinking for beginners in programming.

Uploaded by

gtasafdd
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Program Name and Code:_Python()_______ Academic Year : 2024-2025

Course Name and Code: ____CM6-I__________ Semester : 6th

A STYDY ON

The Simple Number Guessing Game Using Python

MICRO PROJECT REPORT


Submitted in ……………. by the group of TYCM students
Sr. Roll No Enrollment Seat No
Full name of Student
No (Sem: 6th) No (Sem:6th)
1 4 Dhruv Pawan Shende 2214750088
2 5 Vedant Shailendra Desale 2214750089
3 Soham Jitendra Rajput 2214750116

Under the Guidance of C.B.Patil Sir

In
Three Years Diploma Programme in Engineering & Technology of Maharashtra
State Board of Technical Education, Mumbai (Autonomous)
ISO 9001:2008 (ISO/IEC-27001:2013)
At
1475 – V E S ‘S Ahinsa Polytechnic Dondaicha.
MAHARASHTRA STATE BOARD OF
TECHNICAL EDUCATION, MUMBAI

Certificate
This is to certify that Mr. / Ms. Dhruv Pawan Shende

Roll No: 4 of 6th Semester of Computer Technology Diploma

Programmed in Engineering & Technology at 1475 – Vardhaman

Education & Welfare Society’s Ahinsa Polytechnic Dondaicha, has

completed the Micro Project satisfactorily in Subject Python in

the academic year 2024- 2025 as prescribed in the MSBTE curriculum of I-


Scheme.

Place: Dondaicha Enrollment No: 2214750088

Date: / / 2025 Exam. Seat No:

Project Guide Head of the Department Principal

Seal of
Institute
MAHARASHTRA STATE BOARD OF
TECHNICAL EDUCATION, MUMBAI

Certificate
This is to certify that Mr. / Ms. Vedant Shailendra Desale

Roll No: 5 of 6th Semester of Computer Technology Diploma

Programmed in Engineering & Technology at 1475 – Vardhaman

Education & Welfare Society’s Ahinsa Polytechnic Dondaicha, has completed

the Micro Project satisfactorily in Subject Python in the

academic year 2024- 2025 as prescribed in the MSBTE curriculum of I Scheme.

Place: Dondaicha Enrollment No: 2214750089

Date: / / 2025 Exam. Seat No:

Project Guide Head of the Department Principal

Seal of
Institute
MAHARASHTRA STATE BOARD OF
TECHNICAL EDUCATION, MUMBAI

Certificate
This is to certify that Mr. / Ms. Soham Jitendra Rajput

Roll No: of 6th Semester of Computer Technology Diploma

Programmed in Engineering & Technology at 1475 – Vardhaman

Education & Welfare society’s Ahinsa Polytechnic Dondaicha, has completed

the Micro Project satisfactorily in Subject Python in the

academic year 2024- 2025 as prescribed in the MSBTE curriculum of I Scheme.

Place: Dondaicha Enrollment No: 2214750116

Date: / / 2025 Exam. Seat No:

Project Guide Head of the Department Principal

Seal of
Institute
…Index…

Sr. No Title Page No


1
1 Abstract and Introduction

2
2 Main Body / Content

3
3 Conclusion / Learning Outcomes

4
4 Literature Review and References

5
5 Weekly Work / Progress Report

6
6 Evaluation Sheet
Abstracts / Introduction…

The Number Guessing Game is a basic Python-based console application designed to


enhance understanding of fundamental programming concepts
such as variables, loops, conditionals, user input, and random number generation.
The game challenges the player to guess a randomly generated number within
a specific range and provides feedback on whether the guess is too high, too low, or
correct. This project demonstrates the use of Python's built-in libraries, particularly
random, to create an interactive and engaging user experience. It serves as an ideal
beginner project to build problem-solving skills and logical thinking in programming.
The Number Guessing Game is a classic beginner-level project that introduces key
programming concepts in a simple and engaging way. In this game, the computer selects
a random number within a defined range, and the user
attempts to guess the number. After each guess, the program provides hints to guide the
user toward the correct answer by indicating whether the guessed number is too high or
too low.
This project is implemented using the Python programming language, known for its
readability and simplicity, making it an ideal choice for new programmers. The game
logic uses basic control structures such as loops and conditional statements, and utilizes
the random module to generate unpredictable outcomes. Through this project, learners
gain hands-on experience with user input, decision-making, and iterative processes-core
concepts essential to programming.
Main content…

import random

# define range and max_attempts


lower_bound = 1
upper_bound = 1000
max_attempts = 10

# generate the secret number


secret_number = random.randint(lower_bound, upper_bound)

# Get the user's guess


def get_guess():
while True:
try:
guess = int(input(f"Guess a number between {lower_bound} and
{upper_bound}: "))
if lower_bound <= guess <= upper_bound:
return guess
else:
print("Invalid input. Please enter a number within the specified range.")
except ValueError:
print("Invalid input. Please enter a valid number.")

# Validate guess
def check_guess(guess, secret_number):
if guess == secret_number:
return "Correct"
elif guess < secret_number:
return "Too low"
else:
return "Too high"

# track the number of attempts, detect if the game is over


def play_game():
attempts = 0
won = False

while attempts < max_attempts:


attempts += 1
guess = get_guess()
result = check_guess(guess, secret_number)
if result == "Correct":
print(f"Congratulations! You guessed the secret number {secret_number} in
{attempts} attempts.")
won = True
break
else:
print(f"{result}. Try again!")

if not won:
print(f"Sorry, you ran out of attempts! The secret number is {secret_number}.")

if __name__ == "__main__":
print("Welcome to the Number Guessing Game!")
play_game()
Output….

Welcome to the Number Guessing Game!

Guess a number between 1 and 1000: 500


Too low. Try again!
Guess a number between 1 and 1000: 750
Too high. Try again!
Guess a number between 1 and 1000: 625
Too low. Try again!
Guess a number between 1 and 1000: 685
Too low. Try again!
Guess a number between 1 and 1000: 710
Too low. Try again!
Guess a number between 1 and 1000: 730

Congratulations! You guessed the secret number 730 in 6 attempts.


Conclusion / Learning Outcomes…

The Number Guessing Game developed using Python is a straightforward yet effective
project that highlights the core principles of programming. It demonstrates the use of
loops, conditionals, and user input, along with the random module for generating
unpredictable numbers. Despite its simplicity, the game provides a solid foundation for
understanding interactive programming and basic game logic.
This project not only helps beginners build confidence in writing and understanding
Python code but also encourages logical thinking and problem-solving. By enhancing or
expanding this game—for example, by adding difficulty levels, limiting the number of
guesses, or implementing a graphical interface—learners can continue to grow their skills
and explore more advanced programming techniques.
Weekly Work / Progress Report …

Details of 16 Engagement Hours of the Student


Regarding Completion of the Project
Timing
Wee Sign of
k Date Durat Work or activity Performed the
No. From To ion in Guide
hours
Discussion and Finalization of the
1 / /2025 1:00 2:00 1 Project Title

Preparation and Submission of


2 / /2025 1:30 2:30 1 Abstracts

3 / /2025 1:00 2:00 1 Literature Review

4 / /2025 1:40 2:40 1 Collection of Data

5 / /2025 1:30 2:30 1 Collection of Data

6 / /2025 11:30 1:30 2 Discussion and Outline of Content

Rough Writing of the Projects


7 / /2025 11:30 1:30 2 Contents
Editing and Proof Reading of the
8 / /2025 11:30 1:30 2 Contents

9 / /2025 11:30 1:30 2 Final Completion of the Project

Seminar Presentation, viva-vice,


10 / /2025 11:30 1:30 2 Assessment and Submission of
Report

Name of Project Guide: C.B.Patil Sir


Literature Review & references:

https://chatgpt.com/?model=auto
https://dev.to/balapriya/how-to-code-a-simple-number-guessing-game-in-python-4jai
ANNEXURE-II

Evaluation Sheet for the Micro Project

Academic Year: 2024-25 Name of Faculty:

Sem :6th Program Name and Code: Python()

Course Name: Course Code: CM6-I


Name of Student: Dhruv Pawan Shende

Title of the Project: Simple Number Guessing Game Using Python

 COs addressed by the Micro Project:


(A) _

(B)

(C)

(D)

 Major Learning Outcomes achieved by students by doing the Project:


(a) Practical Outcomes

(b) Unit Outcomes (in Cognitive domain)

(c) Outcomes in Affective Domain


 Comment/Suggestions about team work/leadership/inter-personal Communication (If
Any):

 Any Other Comment:

 Marks:

Name of Student:

(A) Marks for Group work:

(B) Marks Obtained by the Individual based on viva:

(C) Total Marks (A+B) =

( )

Signature with Name and

Designation of the Faculty Member


ANNEXURE-II

Evaluation Sheet for the Micro Project (Teachers’ Copy)

Academic Year: 2024-25 Name of Faculty:

Sem : 6th Program Name and Code: Management(22509)

Course Name: Course Code: CM6-I

Name of Students: Vedant Shailendra Desale

Title of the Project: Simple Number Guessing Game Using Python

 COs addressed by the Micro Project:


(E)

(F)

(G)

(H)

 Major Learning Outcomes achieved by students by doing the Project:


(d) Practical Outcomes

(e) Unit Outcomes (in Cognitive domain)

(f) Outcomes in Affective Domain


 Comment/Suggestions about team work/leadership/inter-personal Communication (If
Any):

Marks out of
Marks out of 6
4 for
for Total
performance
Roll No Student Name performance in Out of
in Oral /
group activity 10
presentation
(D5- Col. 8)
(D5- Col. 9)
4 Dhruv Pawan Shende 2214750088
5 Vedant Shailendra Desale 2214750089
Soham Jitendra Rajput 2214750116

( )

Signature with Name

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