CyberPi: Catch the Fish Carnival Game II (Gr. 7-8)
Block-Based: Advanced
Description
In this lesson students will use CyberPi as a controller to move the sprites. Students will also track operational data in a game, and make decisions concerning the results based on the records.
Objectives
- Identify the concept of Motion-Controlled Games and what features they have.
- Create a CyberPi controller with which they can change the movements of sprites.
- Track the operational data, and decide the result based on the data records.
- Program "Catch Fish Carnival Game II" in which players use CyberPi to interact with the game.
Curriculum Connections Summary
- Ontario - Mathematics - Algebra (Coding)
- Quebec - Science
- New Brunswick - Science
- Nova Scotia - ICT
- Alberta - CTF
- British Columbia - ADST
- Manitoba - Science
- Prince Edward Island - Science
- Saskatchewan - Science
- Newfoundland & Labrador - Science
- Yukon Territories - Follow's B.C.'s Curriculum
- Northwest Territories - Follows Alberta's Curriculum
- Nunavut - Follows Alberta's Curriculum
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Networkable microcontroller for Computer Science and AI education
CyberPi is a single-board computer, packed with advanced electronics which makes it a powerful coding machine! In combination with an impressive mBlock coding editor, it supports the development of coding skills from block-based programming to Python. The Python editor is a platform designed for learning and teaching Python and Micropython - taking AI, IoT and Data Science learning to the next level!
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