Programme

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Erasmus +

“Innovative Methodology of Teaching Web 3.0, 4.0, 5.0 and Green Internet of Things”

October 2022 Almada

Lesson Plan Title Topic

Coding Games and Programming Challenges Gamification

(related with Web_GIoT

Subjects

ICT: Practice problem solving using computational thinking; Develop small programs using Structure Programming languages; Project a game using Object-Oriented languages; Understanding of the psychology of human-computer interaction, and knowledge of software design combined with strong creative and technical skills (UX/UI);

Goals - integration of technologies in the curriculum school (relationship with the fields of knowledge); Developing in the students: ● Computational Thinking: learn to use the rule of “three A’s” - Abstraction, Automation and Analysis in order to solve programming challenges; ● Social competence: to make students aware of the benefits of teamwork required in different learning contexts and in the process of acquiring knowledge, competences, skills, and experiences that are commonly applied in order to solve real-life question; ● Technological or computer competence: refers to, on the one hand, understanding and use communication technologies and, on the other, to evaluate the technology. ● Generic cognitive competence: implies the transformation of information in knowledge, the use of cognitive competences of higher level (reflect, analyse, evaluate, etc.) and the ability to put, examine and solve problems. ● Creative competence: express creativity through ideas or products that are both original and effective. ● Digital citizenship: implies a critical attitude towards the information received of different sources, an understanding of the social and economic impact of technology, the use of technology in an autonomous and responsible way, respect for laws and knowledge, mobilization and defence of the digital rights themselves.

Materials

Computer

Resources used

List here links of ALL the resources used for this learning scenario (links to YouTube videos, article pdf’s, links to online articles, etc.). DEV C++: https://sourceforge.net/projects/orwelldevcpp/ GameMaker: https://gamemaker.io/en/gamemaker

Aim of the lesson Trends

Contribute to students Global Awareness and Environmental and ICT Literacy Project-Based Learning Collaborative learning Gamification


Activity (development with the class)

Computational Thinking Introduction There’s a need to understand how the current generation can help to shift the negative consequences of global warming and climate change. Through this lesson, students will examine multiple problems associated with global warming and climate changes and create software and/or games to build global awareness regarding these problems. Instructions: 1. Presentation of two gaming projects; (The first project is about how plastics are changing the oceans and the second project is a 2D platform. Students will show and explain how they develop both games using object-oriented languages)

2. Learn how to create a good interface and relate it to the user experience; 3. Learn the basics of procedural programming; (The goal will be to develop a small quizz about each country using C language)

Assessment Student feedback Teachers’ remarks

Interactive Poll and Word Cloud Oral feedback


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