kodu game lab: lesson sequence - keyboard and mouse

Download KODU Game Lab: Lesson Sequence - Keyboard and Mouse

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K O D U I N T H E C L A S S R O O MAdapted for the UK from the Kodu Classroom Kit for Educators

Lesson Sequence -Keyboard and Mouse

Contents

Kodu in the Classroom: Keyboard and Mouse 3

Teaching with Kodu 4

Kodu in the Classroom Suggested Lesson Sequence 6

Session 1: Navigating, Intro to Programming Concepts, Adding Objects 7

Student Sheet Activity 1: Eating Apples 12

Session 2: Creating a Landscape 13

Student Sheet Activity 2: Making Landscapes 16

Objectives: Create land with texture, add water, trees, rocks, etc. 16

Session 3: Using the Keyboard and Mouse to Move Characters, Create Paths, and Set Behaviours 17

Student Sheet Activity 3: Object Behaviour and Paths 20

Session 4: Starting Unique Stories and Characters 21

Student Sheet Activity 4: Characters and Plot 23

Session 5: Strategy, Mood and Tone 26

Student Sheet Activity 5: Mood and Tone 27

Session 6: Making Clones and Creatables 28

Student Sheet Activity 6: Creatables 31

Session 7: Changing Behaviours Using Pages, Establishing and Shifting Perspectives 32

Student Sheet Activity 7: Camera Angles and Shifting Behaviour 35

Session 8: Power Ups, Health and Timer 36

Session 9: More on Scoring - Basics to Communication 39

Student Sheet Activity 9: Scoring and Behaviour 40

Session 10 Kodu Finale: Student Presentations 41

Student Presentations 41

2

Kodu in the Classroom: Keyboard and Mouse

Welcome to the UK keyboard version of Kodu in the Classroom.

This resource is designed to help you use Kodu as part of a class, as part of an after-school programme or to support learners who wish to discover and use Kodu at home

The aims of the resource are to get students using Kodu to gain an understanding of basic computer programming concepts and also to suggest ways that Kodu might be used to complement a more traditional curriculum

The main goal of Kodu is to get students motivated about computer programming in a fun, easy to use environment, while at the same time getting them excited about potential careers in computer science by allowing them to create their own games

In the UK, we are keen to see more producers of digital content and not just consumers of digital content Kodu offers an engaging way to start to build on these skills After using Kodu for a short time, students will:

C Better understand the steps involved in creating a computer programme

C Improve problem-solving skills, and foster problem-solving practices

C Follow online and offline directions more fluidly

C Learn to compose stories in an alternative format and through varying mediums

C Implicitly practice maths through branching and scoring

C Develop more positive attitudes towards computer programming

C Create increasingly complex games - thus showing a deeper understanding for complex coding sequences

C Show evidence of perspective taking and empathy in game play

C Collaboratively work to create innovative solutions

Kodu Description

The user interface is the foundation of working with Kodu The language is simple and entirely icon-based Programmes are composed of pages, which are broken down into rules, which are then further divided into conditions and actions TheKodu language is designed specifically for game development and provides specialised primitives (the nouns, adjectives, and verbs of the language) derived from gaming scenarios Programmes are expressed in physical terms, using concepts like vision, hearing and time to control character behaviour Kodu can express advanced game design concepts in a simple, direct and intuitive manner

3

teaChing with Kodu

This resource has been developed to run as a sequence of lessons using a combination of teacher/whole class input, student discovery and independent learning

The reality is, however, that teachers and students are welcome to use and adapt this resource in any way that they think is appropriate

We all learn in different ways, which means we need to teach and engage young people in different ways as well

Problem-Solving Culture through Collaboration

The use of Kodu helps develop a problem-solving culture While working through the tasks and activities, young people should be reminded that, if they come up against a problem or barrier, they should support each other collaboratively to help overcome it

A Culture of Critique

Throughout any game design process, it is also important that we encourage young people to be critical of their own and other peoples work This process must be honest, open and transparent Most importantly, it must be ongoing throughout the game design process rather than being left to the end where it may be problematic to got back and make changes

One method to help develop this culture is to have students work in small groups, taking turns to discuss each projects intentions, challenges, and successes while others in the group give warm and constructive feedback Another strategy might include regular, whole class exhibitions or displays during which students peruse the games at various stages in development and ask questions of other student projects Experience shows that young people are not always good at giving constructive feedback and sometimes situations need to be modeled by teachers or older students

Reflective Practice

It is also suggested that you and your students keep a journal, blog or ePortfolio about their work with Kodu This is an important part of the game design process and also provides you with evidence of learners journeys

Audience for Student Work

Audience is an important part of any learning and teaching methodology A real or virtual exhibition of student work can have a powerful impact on work ethic and achievement

About the Developers

Kodu was developed by a team of research programmers at Microsoft who are passionate about kids having fun and being challenged as they learn how to programme

For More Information

Visit http://researchmicrosoftcom/en-us/projects/kodu/ for more information about Kodu and its developers

Visit the Kodu blog to see what others say about Kodu or post your thoughts about the programme

4

Some important notes about working with the Keyboard and Mouse

Kodu was originally designed with the user playing and editing worlds using an Xbox 360 controller Being aware that controllers may be cost-prohibitive for many schools, community centres and households, Kodu developers created the keyboard version of the software However, most of the game worlds within Kodu still require the controller to play them since they have not yet been converted This can pose some issues when users start working with the programmes At the same time, it also forces users to make the game worlds work for them by editing the code

There are two primary methods to make Avatar or player-controlled characters move in the keyboard version

C Method 1 uses more generalized direction through the Arrow keys In the code structure, simply write in the code area WHEN: keyboard; DO: Move The up arrow represents forward movement, and the left and right arrows represent left and right turning respectively This method does not rely then on compass points (north, south, east and west)

C Method 2 is via the Arrow keys being programmed to a particular direction (North/Up, South/Down, East/Left and West/Right) Using this method, however, can present challenges since North may not be up (or South may not be down, etc) depending upon how the landscape has been created in relation to where the players or characters are placed This is can be confusing when playing a game, but again, the worlds and characters can be reprogrammed and redesigned to accommodate a keyboard and mouse When using this method, the compass indicator is an essential tool when navigating worlds using the Arrow keys Some worlds do not have the compass on the interface which indicates direction In order to display the compass, enter Edit mode within a game world by pressing Escape and selecting the final icon in the list (represented as a wrench and mountain landscape) Then, arrow down to Show Compass and make sure it is selected

5

Kodu in the Classroom suggested lesson sequenCe

Session 1 Navigating, Intro to Programming Concepts, Adding Objects

Session 2 Creating a Landscape

Session 3 Using a Controller to Move Characters, Create Paths and Set Behaviours

Session 4 Making Clones and Creatables

Session 5 Starting Unique Stories and Characters

Session 6 Strategy, Mood and Tone

Session 7 Changing Behaviours Using Pages, Establishing and Shifting Perspectives

Session 8 Power-Ups, Health, Timer

Session 9 More on Scoring - Basics to Communication

Session 10 Presenting Your Game

6

SeSSion 1: navigating, intro to PrograMMing ConCePts, adding objeCts

When finished, students will be able to:

C Navigate the Kodu macro environment using a keyboard and mouse

C Understand the foundational principles of programming

C Access the programming mode of Kodu, potentially adjusting simple code for a specific purpose

Warm-up activity and introduction to programming skills

This in-class physical simulation is fun and handy to get students thinking about some of the ideas of what it is like to programme games in Kodu

Materials:

C 3 red apples (balls or some other coloured object will do)

C 2 green apples

C 1 bag