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Course: Game Design
5: Let's Play

  • 6-8 grade
  • Intermediate

Lesson Description:

In this lesson, the students will learn how to make NAO robot act as a game console?


 

Standards Covered

CCSS.ELA-LITERACY.L.8.4.A

Use context (e.g., the overall meaning of a sentence or paragraph; a word's position or function in a sentence) as a clue to the meaning of a word or phrase.

CCSS.ELA-LITERACY.L.8.6

Acquire and use accurately grade-appropriate general academic and domain-specific words and phrases; gather vocabulary knowledge when considering a word or phrase important to comprehension or expression.

CCSS.ELA-LITERACY.RI.6.4

Determine the meaning of words and phrases as they are used in a text, including figurative, connotative, and technical meanings.

CCSS.ELA-LITERACY.RI.6.7

Integrate information presented in different media or formats (e.g., visually, quantitatively) as well as in words to develop a coherent understanding of a topic or issue.

CCSS.ELA-LITERACY.RST.6-8.3

Follow precisely a multistep procedure when carrying out experiments, taking measurements, or performing technical tasks.

CCSS.ELA-LITERACY.RST.6-8.4

Determine the meaning of symbols, key terms, and other domain-specific words and phrases as they are used in a specific scientific or technical context relevant to grades 6-8 texts and topics.

CCSS.ELA-LITERACY.RST.6-8.5

Analyze the structure an author uses to organize a text, including how the major sections contribute to the whole and to an understanding of the topic.

CCSS.ELA-LITERACY.RST.6-8.6

Analyze the author's purpose in providing an explanation, describing a procedure, or discussing an experiment in a text.

CCSS.ELA-LITERACY.SL.6.1.B

Follow rules for collegial discussions, set specific goals and deadlines, and define individual roles as needed.

CCSS.ELA-LITERACY.SL.6.1.C

Pose and respond to specific questions with elaboration and detail by making comments that contribute to the topic, text, or issue under discussion.

CCSS.ELA-LITERACY.SL.6.1.D

Review the key ideas expressed and demonstrate understanding of multiple perspectives through reflection and paraphrasing.

CCSS.ELA-LITERACY.SL.6.5

Include multimedia components (e.g., graphics, images, music, sound) and visual displays in presentations to clarify information.

CCSS.ELA-LITERACY.W.6.4

Produce clear and coherent writing in which the development, organization, and style are appropriate to task, purpose, and audience. (Grade-specific expectations for writing types are defined in standards 1-3 above.)

CCSS.ELA-LITERACY.W.6.6

Use technology, including the Internet, to produce and publish writing as well as to interact and collaborate with others; demonstrate sufficient command of keyboarding skills to type a minimum of three pages in a single sitting.

CCSS.MATH.PRACTICE.MP1

Make sense of problems and persevere in solving them.

CCSS.MATH.PRACTICE.MP2

Reason abstractly and quantitatively.

CCSS.MATH.PRACTICE.MP7

Look for and make use of structure.

CCSS.MATH.PRACTICE.MP8

Look for and express regularity in repeated reasoning.

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Lesson Modules


Teaching Tips:

 


Introducing the Lesson (2 minutes)
In this lesson, students will create a console that connects all of the games that they have made thus far together. This will not take the whole two hours. We recommend using the remaining time to have students perfect their games and then show them off to each other. 


Introducing the Game (3 minutes)
This game uses the tactile sensors to “scroll” through all the games in that particular project. Explain to students that this is like a playlist of music or a gaming console.


Play the Game! (20 minutes)
Have a student volunteer read through the questions on the Play The Game! page out loud to the class. Discuss the meaning of each question to ensure students understand what they are being asked.

Have students play the game and answer the questions. They should work as a group to do this investigation. Only the Investigation Robot Master should control the robot.
Discuss student answers as a class.

Explain the Game! (10 minutes)
Have students write a full user-side walk through of the game on the Explain The Game! page.

Have a few students volunteer to read their write-ups to the class. It might be wise to pre-select students as they are writing by reading a little over their shoulders and selecting write-ups that will spur discussion.


 

Leading the Discussion 
 

In general, students should be the main contributors to the discussion. As the teacher, you should ask questions to facilitate discussion and guide the discussion in the correct direction. Sample questions are provided below. This program should be pretty quick for the students. They will most likely replicate the example without adding a ton of flourish. This is OK. They can spend the remaining time perfecting their previous games and showing them off to one another. One thing they might struggle with is the syntax they need to use in the text box to list their program names. Here is what you need to know:

  • All of the games have to be visible in the project content palette. If the projects are all in different files, have the students copy paste the boxes into a new menu file.
  • The names of the programs must be typed identically to how they are typed in the project content palette. (You can right click to rename within the project content palette) 


Questions to Prompt Student Learning - Day 1
  • What does the Entry in List box do?
  • What goes into the scroll box?
  • Click on the wrench of the scroll box. What are the parameters?
  • What variable type does the scroll box output? What does yellow symbolize?
  • Why is the blue string looped back to the onStop port of the Tactile Head box? Why are there two entry in list boxes?
  • What did the front/middle/back head sensor do in the program?
  • Hover over the input and output ports of the scroll box. What are their names?


 


Resources:



Introduction
 
This game uses the tactile sensors to “scroll” through all the games in that particular project. This is like a playlist of music or a gaming console. 



PLAY THE GAME!


Read the questions on this page.
Play with the robot while it is running the example program (Menu). As you interact with the robot, answer the questions below. Use complete sentences.​

What does the robot say or ask?

What response did you give the robot?

How did the robot react to your response

What responses did you see other students give?


 
EXPLAIN THE GAME!



Write a description of the game in the space below. Describe everything you saw Nao do.
Use complete sentences.


First the robot...

Then...


 


Teaching Tips:



Explain the game! (10 minutes)

Students open the game file on their own computers and look through the code while answering questions on the Read The Code! page.

What do these do? (15 minutes)

In each lesson, there is one Black Box, a Choregraphe box that has an unknown function. These boxes are indicated by a "?" icon. Students must identify these boxes and list the inputs, outputs and deduce the function of this box in the What Do These Do? page. This is the central focus of learning in each lesson. Students must reason through the program to figure out what exactly these boxes do. They MUST understand the box before moving on to the next stage.

Discuss functions as a class. 



Leading the Discussion 

In general, students should be the main contributors to the discussion. As the teacher, you should ask questions to facilitate discussion and guide the discussion in the correct direction. Sample questions are provided below. This program should be pretty quick for the students. They will most likely replicate the example without adding a ton of flourish. This is OK. They can spend the remaining time perfecting their previous games and showing them off to one another. One thing they might struggle with is the syntax they need to use in the text box to list their program names. Here is what you need to know:

  • All of the games have to be visible in the project content palette. If the projects are all in different files, have the students copy paste the boxes into a new menu file.
  • The names of the programs must be typed identically to how they are typed in the project content palette. (You can right click to rename within the project content palette) 



Questions to Prompt Student Learning - Day 1

  • What does the Entry in List box do?
  • What goes into the scroll box?
  • Click on the wrench of the scroll box. What are the parameters?
  • What variable type does the scroll box output? What does yellow symbolize?
  • Why is the blue string looped back to the onStop port of the Tactile Head box? Why are there two entry in list boxes?
  • What did the front/middle/back head sensor do in the program?
  • Hover over the input and output ports of the scroll box. What are their names?
div style="text-align: center" data-mce-style="text-align: center;">

READ THE CODE!


Open the file Menu.pml. Read through the program and answer the following questions. 






What happens in "1"?



What does the Run Behavior box do at "2"



What do the boxes in area "3" control?




 

WHAT DO THESE DO?


Look at the Menu.pml program and identify the "?" boxes. For each input/output port write its Name and Function.





Describe what the box does.




 


Teaching Tips:

Reflect and Revise (40 minutes)
When students finish making their program, have them complete the Reflect and Revise! page. They should consistently reflect on their work and revise until they have a program that they are happy with (or they run out of time).

Show Time (15 minutes)
Have the students share their games to their partner or to the whole class. 

Leading the Discussion 
In general, students should be the main contributors to the discussion. As the teacher, you should ask questions to facilitate discussion and guide the discussion in the correct direction. Sample questions are provided below. This program should be pretty quick for the students. They will most likely replicate the example without adding a ton of flourish. This is OK. They can spend the remaining time perfecting their previous games and showing them off to one another. One thing they might struggle with is the syntax they need to use in the text box to list their program names. Here is what you need to know:

  • All of the games have to be visible in the project content palette. If the projects are all in different files, have the students copy paste the boxes into a new menu file.
  • The names of the programs must be typed identically to how they are typed in the project content palette. (You can right click to rename within the project content palette) 




Questions to Prompt Student Learning - Day 2

  • Are all of your games in the same project?
  • What are the names of your games?





AFTER CLASS

  • Save the students’ work on the flash drive.
  • Pack up everything (Check the packing instruction). 

 


DO, REFLECT & REVISE!


Build your program in Choregraphe.  When you test it, record what happens here.  



Reflect on what went right and what didn't go as planned.




Revise your program.  Plan what you need to change to make it better.



 
SHOW TIME!
 
Show your games to your partner or to the class. 

 
 
AT THE END OF THE CLASS
 
  • Save your work on the flash drive from your teacher.
  • Help your teacher pack up everything with an extreme care when handling robots, computers, and routers.