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Build a Catch Game: Random and Messages

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This worksheet marks itself

Set it as homework or classwork and every answer is marked as pupils go, with feedback on what they got wrong. The scores go straight into your mark book, so you can see who needs help before the next lesson.

  • 12 questions
  • 35 marks
  • about 37 minutes
  • marked instantly

Question types: multiple choice, short answer, matching, sorting, true or false.

One question from this worksheet

  1. 1. The question
  2. 2. A pupil answers
  3. 3. Marked instantly

About this resource

Programming with Blocks, lesson 6 of 8 (build-project). Pupils decompose a catch game into sprites and jobs, then build it in Blocks Studio from a starter project: the Apple starts at a random x with pick random, the Basket moves with the arrow keys, the score counts catches, and a sent message s…

16 slides.

Lesson outline

  1. Hook — Same Place Every Time?
  2. Do Now (4 questions)
  3. Keywords for the Build
  4. Success Criteria — What "Finished" Means
  5. Decompose the Game
  6. Part 1 — Which Sprite Does Which Job?
  7. pick random — A New Number Every Time
  8. send message — Sending a Message
  9. Hinge Check — The Message Nobody Hears
  10. Part 2 — BUILD SPRINT: Basket and Apple
  11. Checkpoint — Halfway, You Should Have This
  12. Part 3 — Lives and Game Over
Unit bundleProgramming with Blocks
Part of: Programming with Blocks: the whole unitEvery resource in the unit in one zip.

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