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imageUnit 9
Prepping for Launch

Unit Overview

Students will edit game details and prepare for their Launch Party!

Learning Objectives:

  • Students will be able to explain the Circles of Evaluation to others.

  • Students will be able to explain the purpose of a Contract.

  • Students will be able to walk an audience through a simple use of the Design Recipe.

  • Students will be able to explain how the Distance Formula is used in their game.

  • Students will be able to explain how Piecewise Functions are used in their game.

Evidence Statements:

    Product Outcomes:

      Standards:

      See our Standards Document provided as part of the Bootstrap curriculum.

        Length: 75 minutes

        Glossary:

          Types

          Functions

          Number

          + - * / sq sqrt expt

          String

          string-append string-length

          Image

          rectangle circle triangle ellipse star text scale rotate put-image

          Boolean

          = > < string=? and or

          Presentation Preparation

          Overview

          Students create posters and draft presentations for their videogames.

          Learning Objectives

          • Students will be able to explain the Circles of Evaluation to others.

          • Students will be able to explain the purpose of a Contract.

          • Students will be able to walk an audience through a simple use of the Design Recipe.

          • Students will be able to explain how the Distance Formula is used in their game.

          • Students will be able to explain how Piecewise Functions are used in their game.

          Product Outcomes

            Standards

              Materials

              • Computers w/ DrRacket or WeScheme

              • Student workbook

              • Pens/pencils for the students, fresh whiteboard markers for teachers

              • Class posters (List of rules, basic skills, course calendar)

              • Language Table (see below)

              • Printouts of game code for each team.

              • Camera - take pictures today!

              Preparation

              • Sample poster or tri-fold poster for a fictional game, to use as a model for students.

              Presentation Preparation (Time 60 min)

              • Once you have a working game (will all your Contracts and EXAMPLEs included, of course!), it’s time to think about how to present your work to others. Programmers spend a lot of time designing and writing their code, but they also spend time explaining their work to others. These might be other programmers on their team, other engineers within the company, or even non-technical people. Do you think you can explain your code to someone else?

                Students not finished with their games? You can use the last class to get things done, with a speed-focused game designed to get things done! Got time for a challenge? Try introducing them to Data Structures, to allow for 2-dimensional motion and more player control.

              • Create a sample poster for your game! Every poster should have the following:
                • Your name(s), and the title of your game

                • A picture to catch people’s eyes

                • The story behind your game

                • A written description of ONE function from your code. This description should include the Name, Domain and Range of the function, with an explanation of what it does and how it is used in your game.

                Make sure that each group of students gets a different function to talk about, so that a classwide presentation will review the entire game. You may also want to have groups assigned to explain the Circles of Evaluation, Contracts, and the purpose behind the Design Recipe.

              • After you’ve made the poster, think about how you will use it during your presentation. What will you say to the audience? How can you use what you’ve written on the poster or in your code to help with the presentation?

              • Write or practice a 5min presentation, in which you introduce yourself and explain your game, then walk the audience through an explanation of the function or concept you were assigned.

                Have students walk through their presentations, and get feedback from their peers. You may also want to model the explanation of a few lines of code, so they see what you’re looking for. Don’t allow students to just recite the code! They should be able to explain each line in plain english - don’t be afraid to push students to really explain what’s going on.

              Celebration

              Overview

              Students are awarded certificates for their presentation

              Learning Objectives

                Product Outcomes

                  Standards

                    Materials

                    • Computers w/ DrRacket or WeScheme

                    • Student workbook

                    • Pens/pencils for the students, fresh whiteboard markers for teachers

                    • Class posters (List of rules, basic skills, course calendar)

                    • Language Table (see below)

                    • Printouts of game code for each team.

                    • Camera - take pictures today!

                    Preparation

                    • (Optional) Game Design Certificates:
                      • Most creative story

                      • Most creative visuals

                      • Best Note-Takers

                      • Best Focus

                      • Most Positive Energy

                      • Design Recipe Masters

                    Celebration (Time 15 min)

                    • Congratulations: you’ve done something really incredible! You’ve learned a new programming language, learned about the Circles of Evaluation, Numbers, Strings, Booleans, Images, Functions, Values, Conditional Branching, the Design Recipe, Contracts, and more. You made a rocket fly, you learned how to generate computer graphics, and you put all of that together to build a videogame!

                    imageBootstrap by Emmanuel Schanzer is licensed under a Creative Commons 3.0 Unported License. Based on a work at www.BootstrapWorld.org. Permissions beyond the scope of this license may be available at schanzer@BootstrapWorld.org.