General Scenario for Working with the Application
Introduction
Kodie's Missions is a three-part programming course in the form of an interactive game consisting of 422 levels - boards:
- Part I - 130 boards
- Part II - 140 boards
- Part III - 152 boards
It is recommended to start learning programming in Kodie's Missions according to the order of the courses and the numbers of the boards (levels) - from the first to the last.
The curriculum - the scope of substantive issues has been described in the document: Kodie's Missions - Curriculum. It is directed to teachers and guardians.
Working with the application and creating code are described in the document: Kodie's Missions - User Guide. It is directed to all players and users of the Kodie's Missions application.
The programming language, its syntax and semantics are described in the document: Kodie's Missions - Programming Language Description.
This document is directed to people conducting classes (e.g., coding and algorithmics) based on the Kodie's Missions application.
Class Environment
Classes take place on an interactive floor with an application controlled by light pens. To carry out classes on the interactive floor with the Kodie's Missions application, the tools described in the Table: Equipment and Software are necessary.
Table: Equipment and Software
Type of equipment or software | Minimum quantity | Name of equipment or software |
---|---|---|
Interactive floor with installed LavaVision - Motioncube software | 1 device | Option 1. SmartFloor - serial product on the Polish market Option 2. Interactive device made to individual order |
Interactive application dedicated for Motionube controlled by light pens on the interactive floor | 1 application | Kodie's Missions - three-part interactive programming course |
Interactive pen | 1 | Short light pen. Recommended quantity: 1 long pen, 2 short pens |
Working Methods During Classes
The scenario of classes with a selected topic depends on several factors: * the degree of students' advancement in a given topic - beginners or experienced * the stage of the game in Kodie's Missions * available time for learning and playing in the application * group size
Taking into account the above issues, the following elements can be considered in the class scenario: * warm-up - as a related game or game introducing the topic * game, physical exercise * paper game * riddle, problem to solve
substantive description of the topic
- as a theoretical introduction
- as a class note
proper exercise based on the Kodie's Missions application
- discussion of the way of working in the application, available functions in the game
- task realization according to the proposed order in the course
- choice of topic and task - board from the appropriate course: I, II or III
- defining one solution for the board
- searching for an alternative solution, algorithm for the board
additional exercise
- recording of an analogous algorithm on paper (as a form of consolidation and development of algorithm design skills)
collecting feedback
- problems encountered while working with the application
- problems encountered while solving boards
- general impressions from exercises
Scope of Topics
The Kodie's Missions programming course has been logically divided into three parts: Course I, II, III, which correspond to the degree of difficulty - advancement in terms of applied programming techniques (algorithmic constructions). In addition, the boards in each course represented by Levels are characterized by an increase in the degree of difficulty with each subsequent board. Raising the degree of difficulty may mean: a more complicated layout of the board, introducing a new programming technique or both at the same time.
The tables below contain information about the courses, topics implemented as part of the course and levels (boards) corresponding to these topics.
Descriptions of individual levels (boards) are presented in the document: Kodie's Missions - Instructions and board descriptions.
Table: Course I - Topics and Levels.
Course I - Main Topic | Course I - Levels (board numbers) |
---|---|
Navigation | 0-11 |
Conditional Instructions | 12-20 |
Iterative Loops | 21-42 |
Conditional Instructions in Loop | 43-58 |
Nested Loops | 59-76 |
Nested Conditional Instructions | 77-79 |
Conditional Loops | 80-90 |
Variables | 91-105 |
Functions | 106-129 |
Table: Course II - Topics and Levels.
Course II - Main Topic | Course II - Levels (board numbers) |
---|---|
Sequences (second character on the board, sequential programming) | 0-10 (8-10) |
If, If NOT (second character on the board) | 11-31 (14-18, 23-31) |
Iterative Loops (second character on the board) | 32-37 (34-37) |
If, If NOT in Loop (second character on the board) | 38-49 (41,42,46,47) |
Nested Loops (second and/or third character on the board) | 50-59 (53, 56-59) |
Conditional Loops (second and/or third character on the board) | 60-86 (62-72,75,79, 84-86) |
Variables (second and/or third character on the board) | 87-108 (90-93, 99-102, 106-108) |
Functions (second and/or third character on the board) | 109-138 (112-116,120-123, 127-130, 134-138) |
Events | 1-22 |
Table: Course III - Topics and Levels.
Course III - Main Topic | Course III - Levels (board numbers) |
---|---|
Navigation, sequential or concurrent programming with two or three characters | 0-20 |
Conditional Instruction, sequential or concurrent programming with characters | 21-31 |
Iterative Loop, sequential or concurrent programming with characters | 32-42 |
Conditional Instruction in Loop, sequential or concurrent programming with characters | 43-52 |
Nested Loop, sequential or concurrent programming with characters | 53-60 |
Conditional Loop, sequential or concurrent programming with characters | 61-72 |
Nested Conditional Loops | 73-84 |
Variables, sequential or concurrent programming with characters | 85-116 |
Functions, sequential or concurrent programming with characters | 117-151 |
Events | 1-20 |