Create a charades game to play with your friends.
Collection
.. toctree:: :maxdepth: 4 ./headbands/activity ./headbands/quiz ./headbands/quiz-answers
Year 7
Learn how to create a charades game using **arrays** to store and retrieve data. We'll learn how to create a charades game using global variables, a collection of strings, math add, Boolean, on logo down, on logo up, forever loop, if statements, running time as well as simple commands, such as show string and show number.
- Algorithm: An unambiguous set of rules or a precise step-by-step guide to solve a problem or achieve a particular objective.
- Command: An instruction for the computer to execute, written in a particular programming language.
- Data: A structured set of numbers, possibly representing digitized text, images, sound or video, which can be processed or transmitted by a computer, also used for numerical (quantitative) information.
- Decomposing: The process through which problems or systems are broken down into their component parts, each of which may then be considered separately.
- Input: Data provided to a computer system, such as via a keyboard, mouse, microphone, camera or physical sensors.
- Output: The information produced by a computer system for its user, typically on a screen, through speakers or on a printer, but possibly through the control of motors in physical systems.
- Programmable toys: Robots designed for children to use, accepting input, storing short sequences of simple instructions and moving according to this stored program.
- Program: A stored set of instructions encoded in a language understood by the computer that does some form of computation, processing input and/or stored data to generate output.
- Script: A computer program typically executed one line at a time through an interpreter, such as the instructions for a Scratch character.
- Selection: A programming construct in which one section of code or another is executed depending on whether a particular condition is met.
- Sequence: To place program instructions in order, with each executed one after the other.
- Simulation: Using a computer to model the state and behaviour of real-world (or imaginary) systems, including physical or social systems; an integral part of most computer games.
- Variables: A way in which computer programs can store, retrieve or change data, such as a score, the time left, or the user’s name.
**QuickStart Computing Glossary
- collection
- **variables**
- **Boolean**
- **on logo up**
- **on screen down**
- **on screen up**
- **show string**
- **game library**
- learn how a collection is a group of variables of the same type stored together
- learn how to create a global variable as a place where you can store data so that you can use it later in your code, accessible across functions and in nested code blocks
- learn how to repeat code in the background forever
- learn how to learn how to conditionally run code depending on whether a condition is true or not
- learn how to run code when the @boardname@ is oriented perpendicular to the floor with the logo down
- learn how to get the number of milliseconds elapsed since the script began
- learn how to show a string on the @boardname@ screen
- learn how to show a number of the @boardname@ screen
- Designs solutions (algorithms) that use repetition and two-way selection, ie if, then and else.(AL)
- Uses logical reasoning to predict outputs, showing an awareness of inputs (AL)
- Recognises that different solutions exist for the same problem (AL) (AB) Understands that iteration is the repetition of a process such as a loop (AL)
- Represents solutions using a structured notation (AL) (AB)
- Creates programs that implement algorithms to achieve given goals (AL)
- Declares and assigns variables(AB)
- Understands the difference between, and appropriately uses if and if, then and else statements(AL)
- Uses a variable and relational operators within a loop to govern termination (AL) (GE)
- Has practical experience of a high-level textual language, including using standard libraries when programming(AB) (AL)
- Uses a range of operators and expressions e.g. Boolean, and applies them in the context of program control. (AL)
- Selects the appropriate data types(AL) (AB
- Understands the difference between data and information(AB)
- Performs more complex searches for information e.g. using Boolean and relational operators(AL) (GE) (EV)
- Knows that computers collect data from various input devices, including sensors and application software (AB)
- Demonstrates responsible use of technologies and online services, and knows a range of ways to report concerns Understands how search engines rank search results (AL)
- Collects, organizes, and presents data and information in digital content (AB)
- Makes appropriate improvements to solutions based on feedback received, and can comment on the success of the solution (EV)
- Uses criteria to evaluate the quality of solutions, can identify improvements making some refinements to the solution, and future solutions (EV)
Computational Thinking Concept: AB = Abstraction; DE = Decomposition; AL = Algorithmic Thinking; EV = Evaluation; GE = Generalisation
Publish script to the classroom.