Hey, counselors and instructors! Mermaid? Merman? We’ll leave it up to you! Have an AMAZING day with your campers!
ALL Tabs in Blockly
Class Connect should already be completed with campers for this session.
Teacher Code for this session: _____________________________
Campers log into: Code.makewonder.com
Instructors should review the calendar for the day to ensure they are dressed to match the theme of the day.
Welcome Campers: 15 minutes
- Instructor Introduction- How did you all make out with your “Campified Home Challenges Last Night?
- Campers Respond to questions.
- If time permits have a camper share their finished project.
- Under the Sea Day! Compliment their participation.
Log On Help:
- Ask if any camper had difficulty logging in to Zoom.
- Review logging in to the simulator. Address any issues.
Introduce challenge: 30 Minutes
- Review:
- What application have we been using to program Dash?
- What commands have we used so far?
- What shapes have we made Dash drive in?
- Today your group will be challenged to write a program using twenty different commands in any order
- Demonstrate:
- Open “Blockly” application
- Review what is in the “Drive” section of the application – drive forwards, drive backwards, turn left, turn right
- How can we make Dash look up, down, left, or right? – the “Look” section of the application
- How can we make Dash’s lights on his ears and chest change colors? – the “light section of the application
- How do we make Dash speak or make a noise? – the “Sound” section of the application
- Demonstrate how to record your own sound for Dash to repeat
- How do we use a loop block? – the “Control” section of the application
- How do we use wait, if, and if/else blocks? – all commands in the “Control” tab
Activity: 75 Minutes
- Have Campers code a program that will make Dash do these twenty different commands
- These twenty commands are the minimum you should have
- Each tab in Blockly should be represented AT LEAST twice during the program
Wrap up activity: 45 minutes
Instructor to review appropriate behavior when campers are sharing.
- When we are sharing, we are only using positive words.
- Instructor gives an example: “John, I really liked how you were able to use all the color lights in your program.”
- We should feel good after someone comments on our work.
- Ask who would like to share their program with the group? (instructor selects who will share first)
- When all campers are done, have each group present their program to the class
- Introduce themselves
- Explain what Dash will be doing during the execution of the program that they wrote
- Show the class how Dash executes their program
- If there is time remaining, campers can continue with the puzzles from yesterday. Click the 3 orange lines in the upper left hand corner and select puzzles. Remind campers that you can monitor their progress while they are completing the puzzles.
Lunch: One Hour
Welcome campers back to the session: 5 minutes
- Discuss what campers did before lunch
- Chat about what campers have been up to during the hour away from the screen
Introduce Where is Dot? Project: 15 minutes
- Dash woke up from a nap on the lounge chair by the pool and can’t find Dot! Dot was lounging in the chair next to Dash just a few minutes ago! Dash fell asleep for only 20 minutes and now Dot is nowhere by the pool. Write a program which helps Dash find Dot. Solve the mystery!
Where is Dot? Project: 55 minutes
- Dash woke up from a nap in a daze. Have Dash make a dizzy sound.
- Dash realizes that Dot is not in the lounge chair by the pool anymore.Dash is looking for Dot around the pool – have Dash drive in a rectangle that is 100cm X 50cm.
- Dot was not near the pool. Have Dash drive to the Purple Dome marked with a Blue “X” on top to check inside.
- Dot was not in the Purple Dome. Have Dash drive to the Mustache House to take a look there.
- Dot was not at the Mustache House. Have Dash Drive to the police Station to see if any police officers have seen Dot.
- The police officers told Dash to check the Green Gnome House. Have Dash drive to the Green Gnome House.
- Dot was not there but the Gnome told Dash to check the Cow House. Have Dash drive to the Cow House.
- Dot was not there either. Dash is getting worried. Have Dash sigh.
- Have Dash drive to “talk” to the goat. Once Dash gets to the Goat, have Dash ask the Goat, “Have you seen Dot?”
- The Goat tells Dash that Dot got too hot by the pool and wanted to make a snowman.
- Can you figure out where Dot is? If so, drive to the final location of where you think Dot can be.
Make sure that when you have completed this challenge you save your work as Dot Mystery.
Wrap up: 45 minutes
Instructor to review appropriate behavior when campers are sharing.
- When we are sharing, we are only using positive words.
- Instructor gives an example: “John, I really liked how you were able to use all the color lights in your program.”
- We should feel good after someone comments on our work.
- Ask who would like to share their program with the group? (instructor selects who will share first)
- If there is time remaining, campers can continue with the puzzles from yesterday. Click the 3 orange lines in the upper left hand corner and select puzzles. Remind campers that you can monitor their progress while they are completing the puzzles.
Day Three- Wacky Maze Races- Home Challenge
Dash will participate in Camp Wacky Races. Campers will use the simulator to create a program that will incorporate the Control Tab, Drive Tab, Light and Sound Tab. Dash needs to get some rest for the wacky races he is about to participate in. Campers will create a program in Blockly that includes the following:
- First you need to draw your maze on paper. The more turns the more difficult it will be. Make sure you have a starting line and a finish line.
- Once your maze is drawn on your paper you are ready to design your program.
- Using the Start block, Drive tab, Control tab, Light tab, and sound tab, create a program that gets Dash to the finish line using the least amount of blocks.
- Think about the Control Tab and how you can use that to move further distances.
- Add some light color changes and sounds. Show how Dash is having a great time navigating through the maze.
- Make sure that Your program matches your maze.
Make sure that when you have completed this challenge you save your work as Wacky Race. Tomorrow you will have the opportunity to share your program with the group. Remember if something is not looking right with your program, review the directions and problem solve while looking within your program. You may need to change a block or two in order for Dash to move the way you want him to. Good Luck!
Additional Home Activities: