Kodu – competition & assessment

Two boys from year 13 are currently running a programming competition with a cash prize. All year 7’s will take part and the game which you produce will be your formal assessment for this section of work. How to do this:

1. Sign up to planetkodu.com

2. Select the option to upload your game. (How to save your game – choose ‘Export’ from the Load World menu and it will bring up a dialog box, allowing you to choose which folder to save in.)

 

 

 

 

 

 

 

3. Take note of the URL. This will have the planetkodu address and a / with ‘member’ and your name after it.

4. Copy this URL.

5. Paste it next to your name in this spreadsheet.

6. Download and complete this form.

7. Screen grab the code from your game and print this out.

8. Make comments on it to tell me what it does.

Hand in the printouts from the last two steps to Mrs Turner.

I’ve put together more examples of KODU games from Nikki Maddams and from Mr Stucke. Use the ideas from this work to cement your own. I’m also delighted to see how quickly boys are creating new games – and two player ones as well! Don’t forget to add your Kodu Problems to the board in ICT1, and if you can solve any of the problems, please do so.

Earning Distinctions in ICT

  1. 3 pieces of cross curricular or any 3 good pieces of ICT work earns one distinction.
  2. Screen grabs with an explanation of a ‘How to’ in KODU earns a distinction.
  3. Solving a ‘problem’ earns a distinction.
  4. Screen grabs + explanation of a full game = 2 distinctions.
  5. Colour copies of ‘How to’s, solutions + games need to be printed off for the board.
  6. Email the evidence (of the above) to Mrs Turner with the attached file.

 

KODU – the next steps

  1. Each student should collect a KODU Game lab booklet. (In ICT1 near the teacher’s desk) Students should not write in this booklet as these are shared.
  2. Students should each have an X-Box controller. (Near the teacher’s desk in ICT1)
  3. Students will have completed the following:
  • Starting on Page 6 in the booklet, play the Bonk-Out Version 8 Game from the ‘Load World’ option on the main KODU menu. Play this 4 or 5 times.
  • Complete tutorials 1, 2 & 3 on pages 7 -11. (Note that Tutorial 1 is actually listed as Tutorial 01 V03 on KODU.) If you wish, you can watch a couple of video tutorials on these: Video 1 and Video 2.)
  • Click on the link to this video and produce the game/world compiled by Nicki Maddams.
  • Once completed – you must create your own world from scratch, add a character, get it to collect objects, and score as in the above  game.

4. In order to experiment with the different elements in creating a new world, watch this video on how to create your own world.

5. Work through the following tutorials from Kodu: Load World.

  • Add Paint terrain tutorial.
  • Glass walls tutorial.
  • Technique Launching creatables vO2
  • Technique Gathering Apples
  • Technique Eat only certain apples v07
  • Technique Move on Paths
6. When you’ve finished this – experiment! You might wish to look at planetkodu.com for some examples of other students’ games and to take a look at the KWESTIONS section where people can post questions about problems, and where others post solutions, or try this site for FAQ (Frequently Asked Questions) This Kodu Curriculum also takes you through various ‘How to’s’.

 

Kodu Game Programming

This week we’ll be starting Kodu programming. Kodu is a visual programming language made specifically for creating small 3D games. Like Scratch, the language has a visual nature and allows for quick designs using an Xbox game controller or a mouse and keyboard for input.  

Kodu is available as a free download from Microsoft if students wish to code more at home.

We’ll first take a look at a presentation (see the slideshare below) on Kodu in order to gain a basic understanding of the programming environment. We’ll be using the ‘Participants’ Manual‘ and working through several tutorial games along the way. The manual allows for a fair amount of directed and focused discussion whilst we work through it.

Students should become familiar with an x-box controller. All of the buttons on the device are used in programming.

During the next couple of weeks, there will be plenty of opportunity for students to work alone or in groups and create a number of different types of games. Its important that students explore the tools as much as they can!
Resources
See the useful Kodu video resources of two teachers, Nicki Maddams and Mr Dorling. Students should start by working through the Nicki Maddams video tutorial.

Scratch: Week 2

More Scratch this week! Once we’ve covered the creation of sprites (sharks) which bite and swallow their prey,as well as then counting the total number of fish consumed, we’ll get on with more Scratch games. Students have made excellent progress thus far. Don’t forget to sign onto the Scratch website and download some projects to look at. Study the scripts and experiment with them in your own projects. Use the support option from the website if you need help when you’re working from home.

For further experimentation, there are several good tutorials from the learnscratch website. Three main PDF tutorials cover working with sprites, movement and some advanced projects. The site has good video help.

Students should move on now and attempt to create several different types of games. All the games cover basic building blocks in Scratch programming, but in completing several of them, you will be consolidating what you’ve learnt as well as learning new “code” blocks.

1. There a three sets of videos on making a shooting game, a top down racing game and pong and students should try these.

2. Students may also follow these instructions for making a PacMan game within a maze. The PDF files are quite large, so be patient when they open. (A big thanks to Mr Williams from Perins School for the tutorial.) Have fun and experiment!

Students should sign up to the Scratch website using their default username as they have been taught. Take care to save the username and password details on your web 2.0 document. Then enter the URL to your scratch webpage here.

Extension: Look at the following teachers’ websites and see if there is anything on Scratch which you’d like to try out.

Mr Haughton’s Website – Mr Haughton has an interesting Angry Birds game for you to try.

Work from the ICT Curriculum site

Scratch Programming

This term, we’ll begin working with SCRATCH. Scratch is a software application which allows us to make simple and complex programmes for animating objects on screen.

Here are some examples of what people have done in Scratch Projects:

1. Soulja Boy

2. The hamster dance

3. Dynamite AMV

4. Space Shooter

5. Need for speed

To enable us to experience how prgramming instructions work, we’ll discuss the steps to make a cup of tea. Students should see that there is much careful “step planning” in order to produce this seemingly simple procedure. Scratch works with “building blocks” of instructions which are dragged and droppped into place in order to build up a programme. We’ll look at some examples of Scratch so that we can see what one can create. (Students can log onto the Scratch website and create their own collection of favourite programmes at home. These can also be downloaded and added to.)

1. Look at this presentation on the concepts of Scratch.

2. Study the basic Scratch interface.

3. Once we’ve understood the Scratch interface we’ll construct an aquarium.

4. Next we’ll try some other ideas in the aquarium.

5. Experiment!

(Thanks to Margaret Low & Jean Bodycote for the tutorials.)

Extension: Some Scratch video tutorials – try these, especially the one which teaches you how to change the colour of the fish.

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