Lesson: 5 - Real life programming game - 2

Purpose : To teach relative orientation and procedural operations.

Materials Required

Paper, pen to draw the path and for cup activity need some paper cups.

Prior knowledge

Students should know about directions (left, right, forward and backward).

Exercises

Activity:1



Exercise:1



  1. How does the boy reach the tree? When he reaches the tree, the boy will say “ Hoo! I have reached the tree”.

  2. Excercise 1 image


  3. Instructions allowed are : Move forward, Turn left, Turn right, and Say. In the subsequent exercises they will also use Repeat times and Repeat until done.

  4. Exercise:2



    Excercise 2 image


    Exercise:3



    Excercise 3 image


    Exercise:4



    Excercise 4 image


    Exercise:5



    Excercise 5 image


    Activity:2



    Paper cup activity:



    Cup activity image


    Use the following instructions:

    insruction image

    Move Forward will move the cup by half a cup.

Solutions



  • Click here to see the solution.pdf file for all the above 5 exercises (Activity 1).

  • Click here to view the solution for the above puzzle ( Activity 2 ).

  • See the video to learn the activity. (Cup activity taught by Asha teacher in tamil)

    See the video for the activity in English done by Code.org. (https://youtu.be/xaW3PAzHxCU?t=25)


    Teacher's Instruction
    1. Teachers can conduct games by creating various paths and allow the Students to travel through those paths and reach the tree correctly.
    2. Teachers can make the Students play these games repeatedly so that they will learn about the directions thoroughly (left, right, straight).
    3. Before starting the game, the teachers should get the Students to specify the path of navigation, in a paper.
    4. Here we are touching upon looping. This will be done in more detail in subsequent lessons. But do introduce the idea of repeating <n> times and repeating until the work is done.
    5. When students make mistakes and correct it, introduce the terms bugs and debugging.
    6. Ask the children to think about how this activity is similar to what the computer does.