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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CyberPi
CyberPi

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!