Thynker Teacher-Guide PDF
Thynker Teacher-Guide PDF
Teacher Guide
Summary
● Coding skill level: Beginner
● Recommended grade level: Grades 3+ (U.S.), Years 4+ (U.K)
● Time required: 30 minutes
● Coding Language: Tynker Blocks
Introduction
Are your students familiar with the game "Flappy Bird"? In this lesson, students will
learn how to use event handlers to create their own version of Flappy Bird on Tynker!
The goal of the game is to navigate a character (the strawberry) through obstacles for
as long as possible. Coding concepts include simple/advanced events, simple loops,
delays, simple/advanced motion, visibility, simple sound playing, and detecting
conditions. You can access the video tutorial here:
https://youtu.be/QTN9CS7ksdc
Students will begin by learning about events in the "Getting Started" activity. Next, they'll
move onto the Soarin’ Strawberry video tutorial to create a game that's played similar to
"Flappy Bird." How to play: Press the spacebar (web)/tap the screen (mobile) to
navigate the strawberry through the barriers. Once students finish coding, they're ready
to share their game with family and friends. Let's see what unique twists and features
your students will add to their game!
Activity
Overview
Objectives
Students will...
● Use event handlers
● Make Actors appear/disappear from the screen
● Apply knowledge of x/y-coordinates
● Use loops
● Create a Flappy Bird-style game using Tynker
Materials
● Computers, laptops, Chromebooks, or tablets with an internet connection
Vocabulary
● Code: The language that tells a computer what to do.
● Actor: A Tynker character or object that can talk and interact with others.
● Stage: The background of the project where the Actors are placed.
● Costume: Different appearances for an Actor, such as poses used in a
character’s animation.
● Sequence: The order in which steps or events happen.
● Command: A specific action or instruction that tells the computer to do
something.
● Loop: A loop is used to repeat one or more commands over and over.
● Counting loop: A loop that repeats one or more commands a specific number of
times.
● Infinite loop: A loop that repeats forever and does not end until the program
stops.
U.S. Standards
● CCSS-ELA: RF.3.4, RF.3.4.A, RF.4.4.A, RF.4.4, RF.5.4.A, RF.5.4, WHST.6-8.4,
W.9-10.3, W.11-12.3
● CCSS-Math: MP.1
● CSTA: 1B-AP-08, 1B-AP-12, 1B-AP-15, 2-AP-15, 3A-AP-13
● CS CA: 3-5.AP.10, 3-5.AP.14, 3-5.AP.17, 6-8.AP.10, 6-8.AP.16, 9-12.AP.12
● ISTE: 1.c, 1.d, 4.d, 5.c, 5.d, 6.b
U.K. Standards
National Curriculum in England (computing):
● Key Stage 2 (Years 4-6)
○ Design, write and debug programs that accomplish specific goals,
including controlling or simulating physical systems; solve problems by
decomposing them into smaller parts
○ Use logical reasoning to explain how some simple algorithms work and to
detect and correct errors in algorithms and programs
○ Understand computer networks, including the internet; how they can
provide multiple services, such as the World Wide Web, and the
opportunities they offer for communication and collaboration
○ Use technology safely, respectfully and responsibly; recognise
acceptable/unacceptable behaviour; identify a range of ways to report
concerns about content and contact
● Key Stage 3 (Years 7-9)
○ Design, use and evaluate computational abstractions that model the state
and behaviour of real-world problems and physical systems
○ Create, reuse, revise and repurpose digital artefacts for a given audience,
with attention to trustworthiness, design and usability
○ Understand a range of ways to use technology safely, respectfully,
responsibly and securely, including protecting their online identity and
privacy; recognise inappropriate content, contact and conduct, and know
how to report concerns
Getting Started
● As a class, discuss different ways a Tynker game or project can be interactive.
Example: Change an Actor's behavior when the user presses a key (web) or taps
their device (mobile). Next, inform students that they can use Tynker's "Events"
blocks to make their game or project do something when an event (up arrow
pressed, mouse is clicked, the background switches) occurs.
● Optional: Check for understanding by asking students to identify Tynker's
"Events" code blocks. Hint: They're the yellow colored blocks.
A smaller value will make the strawberry fall faster, whereas a larger value will
make the strawberry fall slower. Optional: Ask students to try out these values:
0.009 and 0.05.
● Inform students that they can use loops and the "sound" block to create
background music for their game. Their code might look similar to this:
Check for understanding by asking students to explain what happens when they
set the size to "110%" and "38%". (Answer: At 110%, the strawberry's size will be
larger than its original size. At 38%, the strawberry will be smaller than its original
size.)
● Encourage students to experiment with different event handlers such as the
"when Actor clicked" block:
See if they can make the strawberry switch costumes or play a sound when the
user clicks it!
● Ask students to brainstorm ideas on how they can make their game more
challenging. Examples include...
○ Making the obstacle gaps smaller
○ Adding falling obstacles that the strawberry needs to avoid
Extended Activities
Short Response
Practice your writing and/or typing skills as you respond to this writing prompt:
If you were given the opportunity to redesign any game (board games,
video/computer games, etc.) using Tynker, what changes would you make? What
game would you redesign? Why? Would you add new rules or challenges? How is
your version better than the original?
Need help getting Tynker started at your school? Contact us to learn more about
teaching programming at your school with Tynker!
Help
Need help? Below you’ll find answers to frequently asked questions.
Run code attached to this block when you press a specified key.
Run the code attached to this block when the specified condition
occurs.