11
1 Teachers Guide By Jakob Damgaard Laursen – [email protected] Content Content ............................................................................................................................................. 1 Teachers Progress ................................................................................................................................. 2 What is Coding Pirates Game [TL;DR] ............................................................................................... 4 The technical .................................................................................................................................... 4 What is the purpose of the game? .................................................................................................... 5 Login ................................................................................................................................................ 7 Gramps Treasure Map (beginner) .................................................................................................... 7 The fortified Islands (novice) ........................................................................................................... 7 The infinite Sea (expert) .................................................................................................................. 8 Level Editor...................................................................................................................................... 8 Why should I use Coding Pirates Game when I teach? ....................................................................... 9 Game-based-learning ....................................................................................................................... 9 The Goals ......................................................................................................................................... 9 FEEDBACK................................................................................................................................... 10 Function examples ............................................................................................................................. 11 If, turn left, if else go straigt forward. ............................................................................................ 11 If, turn right, if else, turn left, if else go straight. ........................................................................... 11 If, turn right, then if turn venstre, if else go straight forward. ....................................................... 11

Complete Teachers Guide can be found here

Embed Size (px)

Citation preview

1

Teachers Guide

By Jakob Damgaard Laursen – [email protected] Content

Content ............................................................................................................................................. 1

Teachers Progress ................................................................................................................................. 2

What is Coding Pirates Game [TL;DR] ............................................................................................... 4

The technical .................................................................................................................................... 4

What is the purpose of the game? .................................................................................................... 5

Login ................................................................................................................................................ 7

Gramps Treasure Map (beginner) .................................................................................................... 7

The fortified Islands (novice) ........................................................................................................... 7

The infinite Sea (expert) .................................................................................................................. 8

Level Editor...................................................................................................................................... 8

Why should I use Coding Pirates Game when I teach? ....................................................................... 9

Game-based-learning ....................................................................................................................... 9

The Goals ......................................................................................................................................... 9

FEEDBACK................................................................................................................................... 10

Function examples ............................................................................................................................. 11

If, turn left, if else go straigt forward. ............................................................................................ 11

If, turn right, if else, turn left, if else go straight. ........................................................................... 11

If, turn right, then if turn venstre, if else go straight forward. ....................................................... 11

2

CODING PIRATES GAME Teachers Progress

Start-up

(~15 min)

The First Isles

(~60 min)

DEBRIEFING

(~15 min)

Class activity, see page 12

Create users with the students,

help them using their emails and

creating passwords. See “Ĺogin”

If possible, let the students play

solo on a device working to-

gether in pairs, or small groups.

Start by playing the first two

campaigns.

Round up as a class discus-

sion. Ask questions as; what

was fun? What was difficult?

What problems did you solve?

When did you get three stars?

Why?

Before you start playing, talk

with the student about the

reason behind playing the game

in class.

The students can startup

without or with only a short

introduction. They learn when

figuring out the mechanics and

functionality of the game.

If you got the time, let some of

the students show off their solu-

tions and talk about them.

2 CREATE

Introducing the level

editor

(~15 min)

Level editor

(~60 min)

Publish og debrief

(~15 min)

If you did not follow up on

students earlier solutions do

that now. Then repeat the goals

of the game. Let students who

have not completed the first two

campaign have some time to

play on.

In pairs, let the students create

levels. Make them use their time,

designing and playing their own

levels. Invite the students to

think about the solution, while

they design.

If any students finish a level,

check it, and let them publish.

When a level is published it can’t

be edited, so be sure that

everything is tweaked as they

wanted. Have the students spent

time to think about the name and

description? To organize the

levels of your class you could use

a common nametag.

Show the students briefly how

the level editor works. See Level

editor

Let them be creative. Make

them be aware of details. How

can their level be more fun or

challenging?

Finish with the students speaking

out their experience. How was it

to be the creator?

3

3 MASTER

Test and vote

(~30 min)

Free play

(~30 min)

Evaluation

(~30 min)

Students that already published

a level starts testing other

students levels. Students who

haven’t puplished a single level

tries to get that done.

Let the students explore and

play the game, on their own

conditions. They could Try to get three stars in

previous levels.

Design a new level, based

on their newly achieved

feedback

Try out the expert

campaign

You can evaluate by bringing up

several solutions. Discuss with

the students, why and how they

work. Make the students put

words behind their thoughts. Did

the just guess? Did they use

trial and error? What levels did

they like the most, and why?

After a level is completed make

the students give each other

feedback by telling what was

fun, voting levels and telling

where they could improve..

The last levels are pretty tough.

Let the students try them out,

but don’t expect them to get

three stars. The difficulty makes

the lifetime of the game longer.

Round up the course by focus-

ing on what was learned. How

can they use their problem solv-

ing abilities later on? Why is

coding important? How was it

learning through games? What

could have been improved? etc.

4

What is Coding Pirates Game [TL;DR] In The Coding Pirates Game you help Captain Hack or Miss L33t find the treasure by

programming their path using symbols. Through the campaign, your skills will improve as

the difficulty increases and you learn to move, turn and navigate with “if-expressions” and

“go-to statements”.

The focus of the game is to utilize the benefits of visual coding instead of textbased syntax.

This makes the game fun and playable for younger students, even though it still can be

difficult to make a short and functional code. The game requires no introduction, though it

is recommended that the teachers plays through the game before using it in class, to get

a feeling of the mechanics of the game.

The technical The game is available on www.codingpiratesgame.com, where a teachers guide also is

presented. We are using WebGL which is why the game only works on certain browsers

such as:

Google Chrome

Mozilla Firefox

Microsoft Edge

Apple Safari

The best experience is achieved by playing on

iPad or Android tablet. You can find or down-

load the game on App store, Google play or

www.codingpiratesgame.com.

5

What is the purpose of the game?

1. Captain Hack: In Coding Pirates Game you help Captain Hack finding treasures on

different isles around the world.

2. Treasure chest: A level is scored, when you hit the chest.

3. The key: In some levels the chest can only be opened when you have the key.

4. Code bits: To move Captain Hack you need to use different code bits. They wil be

introduced as you play through the game.

5. Treasure map: Drag the code bits to the treasure map, to tell Captain Hack what

to do

6. Play: When you think your code is done, try pressing the play button. If you’ve made

a mistake a skull will be shown on the map, and you have to go back, change or add

something and try again.

6

Code bit Command Function

Walk Walk one square forward or backward

Turn Turn left or right

Go-to Lead you to another place on the map. Can be used to create

loops:

If in front of The “If in front of…” code bit makes the pirate do one thing if he

stands in front of something or, something else if he does not.

ex. If in front of a palm or stone: Turn right, if else; walk forward.

Often used combined with go-to.

---->

If on “If-on” points to the ground the pirates is standing on. Ex. If on

grass, do something, if not, do something else.

Functions as If in front of.

If in pos-

session of

This code bit checks if you are holding stuff like the key or loot.

Functions as If in front of.

Wait Wait one tick

7

The game

Login To get started students need an account so their progress will be saved. Help them creat-

ing an easy username and password, so they know how to login themselves. This will also

be a useful skill later on in other in their school life.

Gramps Treasure Map (beginner) The game is designed to help the student without the need of instructions from a teacher.

The students must use trial and error principles to discover the mechanics of the game. It

is recommended that the students work in pairs, on one or two devices. In Gramps treasure

map you will be introduced to Captain Hack or Miss L33t and be taught the functions of

the first code bits. The students will work their way through the maps in different

ways. While some will focus on attaining stars and go for the most efficient solution, others

will just aim to complete the game. Make sure that your students are challenged and stim-

ulated at their individual level - It should neither be too difficult nor too easy.

The fortified Islands (novice) The fortified Islands are designed to

teach students the concepts of “go-to

functions” and “if-conditions”. The two

code bits can be difficult to understand,

but as soon as you have understood

them, they can be used in uncountable

ways. Most maps will probably have to be

played through several times if you want

three stars in all of them.

8

The infinite Sea (expert) The infinite Sea (expert) is somewhat more difficult than the previous campaigns. This is

to empower and challenge the students problem solving abilities and to motivate them to

keep playing, also while home. While working in pairs, the students can help each other,

and slowly work their way to the treasure. Take time to look through the solutions of the

students, and make them reflect on their thoughts behind their code.

Level Editor Entering the level editor, students can

challenge their own ability to design levels.

Here, both aesthetic and logical compe-

tences will be developed as students cre-

ate levels to themselves and each other.

Who can make the most beautiful level?

Who can make the most challenging level?

Before they start designing, it is suggested

that you talk about what components is

that is necessary to design a complete

level. Ex. A treasure chest, a pirate,

ground, a solution and a name. The stu-

dents must use their imagination to deco-

rate and develop levels which are both fun

and challenging. They could include traps

or a key, or add more loot to the map. A

level can be edited and saved as many

times as you want. Take notice of the three marks at the top of the screen. When three

checkmarks are shown, the level is ready to be published and shared with the world. When

a level is published, it cannot be edited or deleted.

9

Why should I use Coding Pirates Game when I teach?

Game-based-learning Learning through digital games is fundamentally different than learning through the com-

monly used instruction paradigm. It is based on challenge, reward, learning by doing and a

guided experience, in comparison to tell-and-test education.

Studies show that learning games has po-

tential, but as any other, learning media

it has both strengths and weaknesses.

Some of the strengths can be seen on

the map to your right.

When you use Coding Pirates Game, be

sure to clarify the meaning of playing the

game in class, so student does not just

play for the sake of playing. Communi-

cation is important. When playing Coding Pirates Game, students will be introduced to cod-

ing principles in a fun and challenging way.

The Goals The teaching with Coding Pirates Game, is based on an experimental and dialogue based

way of learning. The students individual learning should fit their prerequisites, their engage-

ment and work effort.

Common goals that could be in focus while playing the game:

Understanding of simple coding principles, through introduction and repetition.

Development of problem solving and symbol processing competences.

Development of digital skills.

The Strenghts of learning games

The user experience and skill level makes

a difference.

Using newly achieved knowledge the stu-

dent interacts, and gets challenged.

Games gives you constant feedback as a

part of the learning process.

Games are often designed to a balanced

skill level and offers constant progression

10

Starting of try not to control the process too strict. Give the students opportunities to dis-

cover the solutions themselves, or with a partner. At the end of a Coding Pirates Game

session achieved goals could be:

The student understand how single code bits can be combined to make a function.

The student has worked independently, and solved problems to progress.

The student has been creative and reflecting while creating new levels.

The student has collaborated and participated in class discussions about the game.

FEEDBACK

An important part of learning through games lies in the evaluation of the student experi-

ence. You can do that rounding up, collecting the discoveries each pair have made while

letting the students share their stories and findings. The learning gets exposed when stu-

dents share and show off their progress. You could pick out a level and make the students

compare their solutions. Make sure not to focus on the best solution, but on the thought

process each student or pair who solved it. The game has a build in evaluation mechanism

that gives the student stars when a level is scored. The shortest code, that leads to the

shortest route, gives three stars. Still it is a good idea to keep evaluating the students

efforts and discoveries while they play the game to keep the student focus on the learning

potential of the game. Let students reflect on what they do when they play, and which

methods they use when encountering problems. Meet the students with questions to make

them reflect. Are they even agreeing with the way the games gives you stars?

11

Function examples

If, turn left, if else go straigt forward.

If standing in front of a palm or stone, turn left, if else go straigt forward – ”go-to”’s to

check again

This functions checks if the pirate is standing in front of a palm or not. If he does not, he

takes one step forward, then checks again. If he at somepoint encounters a palm or

stone, he turns left, and checks again.

If, turn right, if else, turn left, if else go straight.

If standing in front of a palm, turn right, if standing in front of a stone, turn left, if else go

straigt forward – ”go-to”’s to check again

If, turn right, then if turn venstre, if else go straight forward.

The first time you encounter a palm, turn right, the next time, turn left.