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 1 CODING PIRATES GAME Teachers Progress Start-up The First Isles DEBRIEFING (~15 min) (~60 min) (~15 min) Class activity, see page 12 If possible, let the students play Round up as a class discus- solo on a device working to- sion. Ask questions as; what Create users with the students, gether in pairs, or small groups. was fun? What was difficult? help them using their emails and Start by playing the first two What problems did you solve? creating passwords. See “Ĺogin” campaigns. When did you get three stars? Why? Before you start playing, talk The students can startup If you got the time, let some of with the student about the without or with only a short the students show off their solu- reason behind playing the game introduction. They learn when tions and talk about them. in class. figuring out the mechanics and functionality of the game. 2 CREATE Introducing the level editor Level editor Publish og debrief (~60 min) (~15 min) (~15 min) If you did not follow up on In pairs, let the students create If any students finish a level, students earlier solutions do levels. Make them use their time, check it, and let them publish. that now. Then repeat the goals designing and playing their own When a level is published it can’t of the game. Let students who levels. Invite the students to be edited, so be sure that have not completed the first two think about the solution, while everything is tweaked as they campaign have some time to they design. wanted. Have the students spent play on. 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 Let them be creative. Make Finish with the students speaking the level editor works. See Level them be aware of details. How out their experience. How was it editor can their level be more fun or to be the creator? challenging? 2 3 MASTER Test and vote Free play Evaluation (~30 min) (~30 min) (~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. 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.. 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? 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 focusing on what was learned. How can they use their problem solving abilities later on? Why is coding important? How was it learning through games? What could have been improved? etc. 3 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 download the game on App store, Google play or www.codingpiratesgame.com. 4 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. 5 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 possession of This code bit checks if you are holding stuff like the key or loot. Wait Wait one tick Functions as If in front of. 6 The game Login To get started students need an account so their progress will be saved. Help them creating 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 stimulated 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. 7 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 competences will be developed as students create 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 students must use their imagination to decorate 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. 8 Why should I use Coding Pirates Game when I teach? Game-based-learning Learning through digital games is fundamentally different than learning through the commonly 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 potential, but as any other, learning media The Strenghts of learning games it has both strengths and weaknesses. The user experience and skill level makes a difference. Some of the strengths can be seen on Using newly achieved knowledge the student interacts, and gets challenged. the map to your right. Games gives you constant feedback as a part of the learning process. When you use Coding Pirates Game, be sure to clarify the meaning of playing the Games are often designed to a balanced skill level and offers constant progression game in class, so student does not just play for the sake of playing. Communication is important. When playing Coding Pirates Game, students will be introduced to coding 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 engagement 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. 9 Starting of try not to control the process too strict. Give the students opportunities to discover 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 experience. 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 students 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? 10 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. 11
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