Category Archives: Computing

Game developers

In the past few days, Year 6 Eagles have become game developers by planning, developing and then testing their games. The children then designed front covers for their games with an online safety PEGI rating provided for the game.

The games were created in Kodu.

Once completed, the children started to create front covers for their games including key elements, age rating, description, title and screenshots.

Eagles creating their games

Eagles creating their front covers

Katie’s front cover

Kieran’s front cover

Kayleigh’s front cover

Scratch “If Else” and variable blocks

During Computing today with Mr Baddhan, Year 6 started to look at the ‘If Else’ blocks and how they can be used in a gaming scenario. The example the children used was a variable as a points score – every time a question was answered correctly, the variable would change by one point. And if the question was answered incorrectly, then the a message would appear incorrect answer.

A variable is a data block which tells the program this will change once programmed.

Researching for an information booklet

Today Year 6 Eagles began a project researching and producing an information booklet about a country of their choice.

Here is what some of us thought:

Kaicie – I particularly enjoyed today’s lesson because we got to create something we are interested in

Cara – I liked how we got to choose what we were doing

Mo – I liked the lesson because I started to collect information about Sudan

Creating a 2-level game

During Computing this afternoon, Year 6 Eagles have started to look at programming a 2-level game using Microsoft Kodu. The children really enjoyed the 3D graphics and creating a world with obstacles and missiles.

Mr Baddhan tasked the children to think about objective of the game, whether it should include enemies or missiles to take points off the health bar.

They have started to create the first level and tomorrow will continue to program the second level.

The children put their programming minds to practise using the best combination of code to form the best algorithm.

Our finished emoji databases

This week, Year 6 Eagles have been working on creating emoji databases with at least 10 records that contain information about the new emojis.

Mr Baddhan showed the children how to quickly search for information from their database based on the search criteria. And how information can be sorted and grouped depending on the data within record.

Here are some examples of children’s work.

Elizabeth

Dharma

Lewis G

Wana

Creating an emoji database

During Computing this afternoon, Year 6 Eagles learned about databases. The children discussed the various places a database is used and the types of information they hold.

In the next couple of lessons, Eagles will be creating emoji databases based on the new set of emojis. Today, they started to write down questions for their databases and selected 10 new emojis for their records.

Tomorrow the children will be creating their databases in 2Investigate in Purple Mash.

See our completed algebra style maths quiz

During Computing with Mr Baddhan today, Year 6 have continued their understanding of Scratch and started to create a maths quiz with algebra by setting values for a and b. The questions are then generated automatically from the a and b values.

Today, Eagles used ‘pick random number’, ‘set value to’ blocks in their program so the user is prompted with random questions.

Some of the children added sound for the correct answer and a different sound for the incorrect answer.

A new sprite was also introduced to show game over if the user reaches a certain level of scoring.

Joshua B

Elizabeth

Leo

Kyann

If Else and variable blocks

During Computing today with Mr Baddhan, Year 6 started to look at the ‘If Else’ blocks and how they can be used in a gaming scenario. The example the children used was a variable as a points score – every time a question was answered correctly, the variable would change by one point. And if the question was answered incorrectly, then the a message would appear incorrect answer.

A variable is a data block which tells the program this will change once programmed.

Tomorrow Year 6 will be creating a Maths times table quiz using some of these blocks.