1 of 19

Reverse Engineering Forest Scene Kindergarten

Objectives

Resources

Materials

Students will recreate and code a project by looking at a finished project and replicate it by doing reverse engineering.

Videos included

  • Where is Bear

Level K

SLIDESMANIA.COM

SLIDESMANIA.COM

SLIDESMANIA.COM

2 of 19

Reverse Engineering Forest Scene

Sprite

Algorithm

Loop

Event

Debug

Vocabulary

Engage: Read the book one of the bear books.. Talk about animals you see in the forest.

1

Introduce: Show a picture of the bear on slide 3 and ask them what would be the first thing they would need to do draw the bear. Then what would be the next and so on. Follow their instructions and draw the bear.

2

Model: Have them talk to a neighbor about how they would code a different sprite. Talk about how you get a sprite to go all the way around. Model how it takes 12 times to do a complete circle.

4

Model: Show the Sample Project. Pick one of the four sprites and model your thinking on how you know what to do first and how you would code the sprite. Keep the sample project on the board on loop while they are coding.

3

Code: Remind students how to get sprites, backgrounds and how to use the loop block. Then have them recreate the forest scene.

5

Debrief: What problems did you have and how did you solve them? Do the Debugging exercises on slides 14 and 15 as a class and discuss how to fix those problems.

6

SLIDESMANIA.COM

3 of 19

SLIDESMANIA.COM

4 of 19

SLIDESMANIA.COM

5 of 19

A graphic that can be added to a program which can then be coded.

Sprite

6 of 19

A list of steps to follow to complete a task.

Algorithm

7 of 19

Loop

Doing something over and over again.

8 of 19

Event

An action that causes something to happen.

9 of 19

Debug

Finding and fixing mistakes or problems (bugs) in a program.

10 of 19

Sample Code

SLIDESMANIA.COM

11 of 19

Sample Code

SLIDESMANIA.COM

12 of 19

Sample Code

SLIDESMANIA.COM

13 of 19

Sample Code

SLIDESMANIA.COM

14 of 19

What do I need to do to debug the bear to go back and forth?

SLIDESMANIA.COM

15 of 19

How can I get my squirrel to go all the way around?

SLIDESMANIA.COM

16 of 19

Coding Challenge

  • Add 4 Sprites that are the same as the finished project
  • Add the same Background
  • Code each sprite to do the same thing as the finished project.

Extended Challenge: Can you add your own sprite and code it by combining what 2 of the sprites in the project did?

SLIDESMANIA.COM

17 of 19

Activities/Extensions

  1. Read The Little Mouse, The Red Ripe Strawberry, and THE BIG HUNGRY BEAR by Don and Audrey Wood

  • Have students code their own forest scene with a food that an animal might like. Example Project

  • Have students draw the bear by looking at the these instructions. They could create it on paper on on Scratch Jr.

SLIDESMANIA.COM

18 of 19

Standards

Computational Thinking (CT):

Standard 1.CT.1

Determine the steps needed to solve a problem and develop a sequence of instructions.

Algorithms and Programming (AP):

Standard 1.AP.2

Break down (deconstruct) algorithms and list the steps needed to solve a problem into a sequence of tasks and sub-tasks.

SLIDESMANIA.COM

19 of 19

Credits

Thank you!

SLIDESMANIA.COM