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Writer's pictureSallyann Clark

Year 7 Computer Programming - Sprites



Task 1 - Sprites

Objectives

  • Create new sprites and assign them costumes and behaviours.

  • Define “sprite” as a character or object on the screen that can be moved and changed.


Go to Swimming Fish in Sprite lab on Code and complete the lesson.


Task 2 - Sprites

Objectives

  • Create an animation using sprites, and behaviors.

  • Create new sprites and assign them costumes and behaviours.


 Go to Making Sprites on Code and complete the lesson.


Task 3 - Events

Objectives

  • Create an interactive animation using events.

  • Develop programs that respond to timed events.

  • Develop programs that respond to user input.


 Go to Sprites in Action on Code and complete the lesson.


Task 4 - Project

Objectives


  • Create an interactive virtual pet using events, behaviours, variables, and custom art.

  • Program solutions to problems that arise when designing a virtual pet, like feeding it or monitoring its happiness.


 Go to Virtual Pet with Sprite Lab on Code and complete the lesson.


Task 5 - Events

Objectives


  • Create dance animations with code

  • Develop programs that respond to timed events

  • Develop programs that respond to user input


 Go to Dance Party on Code and complete the lesson.


Task 6 - Loops

Objectives


  • Break down a long sequence of instructions into the largest repeatable sequence.

  • Employ a combination of sequential and looped commands to reach the end of a maze.

  • Identify the benefits of using a loop structure instead of manual repetition.


 Go to Loops with Rey and BB-8 on Code and complete the lesson.


Task 7 - Project

Objectives


  • Differentiate between commands that need to be repeated in loops and commands that should be used on their own.

  • Identify the benefits of using a loop structure instead of manual repetition.


 Go to Mini project - sticker art on Code and complete the lesson.


Well Done!








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