Possible course Outline Level Descriptors Objectives Activities and outcomes Marking assessment levelling How to use Kodu Features of the User Interface Loading Worlds Creating New Worlds ID: 812577
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Slide1
Kodu
Slide2Today
Introducing
Kodu
Possible course Outline
Level Descriptors
Objectives, Activities and outcomes
Marking, assessment, levelling
Slide3How to use Kodu
Features of the User Interface
Loading Worlds
Creating New Worlds
Saving Your worlds
Modifying Terraincreate textured landscapes including waterMovement Controlarrow keys MouseFollowingRandom movementJumping
Additional
Behaviours
- Targeting
using the mouse
- Eating
- Shooting
controls
Variables
- increment
a score
- Controlling
timers
- Reacting
to timers
How to react if you touch a colour,
- for
example drive a car around a
race
track
Pages
Slide43D Worlds
Terrain
OBJECT
TOOL
Slide5Importing
You can’t import a background, images, or animations, videos
etc
You can create “2D” games like PACMAN, or create learning tools with interaction by making the camera fixed to one side and allow objects to only move left, right, up, down
You can only use the Objects that are built into
Kodu
Slide6Load World
(Your different Games)
“Built-In” Worlds
Sample Games
GAMES + ideas for games
can be editedsome are left unfinished…..Tutorials
teach you something…..
Techniques
specific game behaviour like chasing certain colours.
Tutorials and Techniques are found under Lessons
Slide7“Lessons”
Show
Category
8 Games
Per
screen
SORT
Slide8Programming
No typing - Use same interface as Game
Escape
switches between
game mode and selecting a Tool from the Tool Palette, and programming modeSelect Tiles to control behaviour of each object using “When” and
“Do”
Slide9Using When and Do
code starts
with a
When,
followed by a Do
available tiles determined by what was selected before. If no tiles in the When, the action will be done at all times.
Keyboard
Control
For
PC
Gamepad
Control
For
XBOX
Slide10Tiles
have
help –
press
F1
Gives examples
of how to use that
tile
.
example
code can be inserted directly by
clicking
on the
A
button.
scroll
through
examples
by clicking on
the
L in
a
circle on the left:
Slide11Terrain
To create a new world, you must first have terrain.
Terrain is created by painting with the terrain tools.
select
a
colour
and
brush
increase brush
size (using the right arrow)
You can raise
and lower the terrain,
Make it smooth
or
jagged
each
world starts with “glass walls
”
Slide12New World
Create a New World
Add an Object
Give it some movement
Create some Terrain
Slide13New to
Kodu
?
Select
Lessons
, Click on Mars Rover:Discovery you are in Play Mode. ESC switches between play and edit mode
Use the arrow keys to control steering
Use B to shoot and drill rocks
Slide14Select ‘Lessons’ OR ‘Samples’
Play a range of tutorials and techniques
Practice using the Terrain tool
ZOOM Camera - Mouse Wheel
Move Camera - Left click drag
Camera Angle - Right click drag
Slide15Changing Settings
Right Click on an Object
Select ‘Change Settings’
Scroll through a range of parameters such as
Speed
Missiles
Effects
Strength
Slide16Play games,
complete
tutorials
Worlds have been created to
Help you learn how to
Program
Complete the Following
First Tutorial
Programming
Kodu
Add/Paint Terrain
Score Tutorial
Glass Walls Tutorial
Slide17Possible Course Outline
Intro, Games, functionality, Design, Create, Test, Improve
identify features, behaviour and controls
Terrains, Buildings, Variables,
Timers
‘Staged’ or ‘Independent’ game developmentPlay Games
Intro
to
Features
of one game
Plan sketches of terrain, flow chart, textual description
Pupils develop their own game
Identify/explain functionality
Pupils follow a guided development
Self-Assess,
Peer Review, improve
Analyse,
Review,
I
mprove
Describe concepts of Repetition and Selection
Design Tasks
a
id levelling
Level Based on
Complexity
And Design
Slide18combine
ICT tools within the overall structure of an ICT solution.
select
the information they need for different
purposes
check its accuracy and organise it in a form suitable for processing. use ICT to structure, refine and present information in different forms and styles for specific purposes and audiences.
exchange
information and ideas with others in a variety of ways, including using digital communications.
create
sequences of instructions and understand the need to be precise when framing and sequencing instructions.
explore
the effects of changing the variables in an ICT-based model.
use ICT to organise, store and retrieve information using logical and appropriate structures. use ICT safely and responsibly.
discuss their knowledge and experience of using ICT and their observations of its use outside school.
assess
the use of ICT in their work and are able to reflect critically in order to make improvements in subsequent work.
use
appropriate evaluation criteria to critically evaluate the fitness for purpose of their work as it progresses.
Current Level 5 Descriptors
Slide19plan
and design ICT-based solutions to meet a specific purpose and audience, demonstrating increased integration and efficiency in their use of ICT tools.
develop
and refine their work to enhance its quality, using a greater range and complexity of information.
Where
necessary, they use complex lines of enquiry to test hypotheses. present their ideas in a variety of ways and show a clear sense of audience. develop, try out and refine sequences of instructions and show efficiency in framing these instructions, using sub-routines where appropriate.
use
ICT-based models to make predictions and vary the rules within the models.
assess
the validity of these models by comparing their behaviour with information from other sources.
plan
and review their work, creating a logically structured portfolio of digital evidence of their learning. They discuss the impact of ICT on society.
Current Level 6 Descriptors
Slide20Current Level 7 Descriptors
Pupils design and implement systems.
scope the information flow required to develop an information system.
combine information from a variety of ICT-based and other sources for presentation to different audiences.
identify the advantages and limitations of different information-handling applications.
select and use information to develop systems suited to work in a variety of contexts, translating enquiries expressed in ordinary language into the form required by the system.
develop, test and refine sequences of instructions as part of an ICT system to solve problems.
design ICT-based models and procedures with variables to meet particular needs.
consider the benefits and limitations of ICT tools and information sources and of the results they produce, and they use these results to inform future judgements about the quality of their work.
make use of audience and user feedback to refine and enhance their ICT solutions.
take part in informed discussions about the use of ICT and its impact on society.
Slide21Proposed Level 7 as Suggested by CAS
Pupils
describe key algorithms, for example sorting/searching, parity, and are aware of efficiency.
Pupils can fully decompose a problem into its sub-problems and can make error-free use of an appropriate notation to represent it.
Pupils can recognise similarities in given more complex problems and are able to produce a model which fits some aspects of these problems.
Pupils use pre-constructed modules of code to build a system.
Pupils can design and use complex data structures including relational databases.
Pupils select and use programming tools suited to their work in a variety of contexts, translating specifications expressed in ordinary language into the form required by the system.
Pupils consider the benefits and limitations of programming tools and of the results they produce, and pupils use these results to inform future judgements about the quality of their programming.
Pupils program in a text-based programming language, demonstrating the processes outlined above. Pupils document and demonstrate that their work is maintainable. Pupils can debug statements.
Pupils can analyse
complex
data structures, use them in programs and simplify them.
Slide22Objectives
, Activities and Outcomes
(6 possible Lessons)
Intro
to Worlds and the
design tools, play some games, identify features of the tools, add objects, create terrains2. More on Terrains, create backgrounds for different types of game, add Rivers, Trees, castles3. Intro to objectsMovement using the keyboard
Following Paths
4. Intro to Objects reacting to each other
Controlling a score
Changing to a New Page
5. Intro to Variables
Scores and Timers6. Intro to Game DesignTerrain, Objects, Purpose
Slide23Marking, assessment, and Levelling
Very different level of abilities from the start
Differentiated
outcomes
possible
by pointing to different techniques and tutorials Assessment through annotated screenshotsWorlds Saved to Kodu Game LabAvailable to review and play, time consumingTransferable Skills, yes, through the design process, but not obvious through game development.
Slide24Useful websites
www.kodugamelab.com
http://fuse.microsoft.com/projects/kodu
You have to download
Kodu
Game lab to your PChttp://
planetkodu.com