Lesson plan 6 of 12

Winning. Say when you win.

On the board: "a ship that wins at 10 stars". winAt is the score that wins. The game checks it after every point: if the score is big enough, you win.

0 min: The code on the board

Put the class code on the projector (Teach, then Projector). Children open codeitlearn.com/join, type the code and a first name. Five minutes, no accounts.

5 min: Say a game

Write on the board: "a ship that wins at 10 stars". Everyone types it, or their own version of it, on Build and presses Build it. Walk the room. By minute ten every child has a game playing.

12 min: The projector fills

Open the projector. Tiles appear as games are published. Press one; it plays on the big screen. Two minutes of this is the reward for the room and the reason the next part works.

15 min: The power: Winning

Everyone opens Powers and presses Winning. Read the first line aloud: "winAt is the score that wins. The game checks it after every point: if the score is big enough, you win." Step one changes one line and runs it; step two changes it again; the check is them writing it with the highlight gone. Three minutes for most, ten for some.

30 min: Build with it

Back to Build, with the power switched on in their game. Ask for a new sentence that uses it: a ship that wins at 10 stars. Publish. The projector shows the new ones.

40 min: Show two

Press two tiles on the projector. Ask each child what they changed. The sentence they say back is the assessment.

What to look for

A child who sets winAt to 1 has found the fastest way to win. Ask what the if is checking.

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Before the lesson

Make a class on CodeIt and put its code on the projector. Children join at codeitlearn.com/join with the code and a first name. Classes are free.