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Lesson 2.07: Project

Learning Objectives

Students will be able to...

  • Use knowledge of lists, Booleans, conditionals, and while loops to create a text-based adventure game.

Materials

Preparation

  • Read through the Associated Readings 2.7
  • Try creating your own variation on the Text Monster code so you are familiar with the potential challenges and bugs your students will hit.
  • Review 4 Steps to Solve Any CS Problem
  • Update the Project Spec of your selected project as needed to meet your grading requirements

Day 1 Pacing Guide

Duration Description
10 Minutes Project Overview/Demo
40 Minutes Design
5 Minutes Debrief

Days 2 - 9 Pacing Guide

Duration Description
10 Minutes Review
40 Minutes Project Work
5 Minutes Debrief

Instructor's Notes

1. 4 Steps to Solve Any CS Problem

2. Project Overview/Demo

  • Distribute the project spec to all students and walk them through the goals and requirements of the project.
  • Show a demo of a completed project.
  • Go over specific design considerations from the project spec:
  • Introduce the concept of global variables and how they will be useful here.
  • Identify the importance of the "User Pocket" (inventory) and how to use a list along with append and remove for this information.

3. Design

  • Have students stay at their desks and write down what lists they'll need.
  • They should break up the project into parts: parsing user input, keeping track of player's position, returning what is at the player's position.

4. Debrief/Review

  • During discussion and warp up at the end of class, get a feeling for where students are in the project.
  • During the review the next morning cover the topics/areas that students are struggling on and present tips, suggestions, and goals for that day.

Accommodation/Differentiation

  • Make sure to do status checks with all students throughout the project.
  • Identify students that are struggling on the project after the first few days and provide additional scaffolding & support as needed.
  • For any students that are advancing rapidly through the project, give them extension ideas such as adding a new feature or floor to the game.
  • Advanced students can also be paired as tutors/helpers with struggling students.

Grading

Objective Scoring Breakdown

Editable Grading Rubric

Student correctly identifies data types (Lesson 2.01) - Assessed in Unit 3

Points Percentage Objective Lesson
3 12% Student correctly uses conditionals to maintain flow of control 2.02, 2.03
9 36% Student correctly uses lists 2.04 2.05
3 12% Student can correctly use the while loop 2.06
5 20% Student can decompose a problem to create a program from a brief
5 20% Student uses naming/ syntax conventions and comments to increase readability
25 Total Points

Scoring Consideration

You may need to adjust the points in order to fit your class. Treat the percentages as a guide to determine how to weight the objectives being assessed.