Unit 5.2
How to program a mystery
In this unit, students will explore how programming can be used to tell stories. They will begin by comparing program design to writing a screen play. With this plan, they will program their scene and characters to bring their story to life. Students will be introduced to variables and how they can be used to control scenes throughout the story. They will also learn about conditionals and operators and use them to create different plot points throughout the story. By the end of the unit, students will have designed, programmed, and shared a unique mystery story that others can interact with.
Overview documents
Plotting your mystery
Students compare program design to planning and writing a mystery story. They write a story including a resolution and character blocking.
Setting the scene
Students will use their plan to determine their main characters and initial backdrop. They discuss the importance of program initialization and set the starting size and position of their characters using motion and looks commands.
Scene transitions
Students are introduced to variables and explore how they can be used to control scenes within their story. They create and name a variable in their program.
Testing transitions
Students explore how costumes can be used to display their story on the screen. Using their planning sheet from lesson one, students will add the rest of their story to their project. They will be introduced to testing and complete a partner activity.
If this happens, then do that
Students explore how operators and conditionals can be used to create specific plot points in their story. Using the character blocking from their screen play, they then identify an opportunity for a plot point in their story and code it.
The end
Students prepare their projects for a showcase. They complete a project checklist and individual reflection. To conclude the unit, students explore each other's projects.