Code a Mars Helicopter Video Game in Scratch package

3D-PT
95 Followers
Grade Levels
11th - 12th, Higher Education, Adult Education, Homeschool
Standards
Resource Type
Formats Included
  • Zip
  • Internet Activities
Pages
15 pages
$10.50
$10.50
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3D-PT
95 Followers
Compatible with Digital Devices
The Teacher-Author has indicated that this resource can be used for device-based learning.

Description

Scratch is a popular platform to explore game programing and block coding. With this bundle you get step-by-step instructions on how to set up a chase type game that is based on NASA's Ingenuity helicopter! If you need the code and guide for the Code a Mars Helicopter Video Game, this has the tested code and more!

The .zip file contains the following.

  1. Game video
  2. Step-by-step instructions and tested code examples.
  3. .sb3 game file

This package has field tested code that is ready to build as an example for your class! The .sb3 file will bring the full code up in scratch for you to preview.

This is the first of many games I hope to develop in Scratch!

Keywords: NASA, Ingenuity, helicopter, Scratch, Mars, drone, Perseverance, coding.

Total Pages
15 pages
Answer Key
Included
Teaching Duration
2 days
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Standards

to see state-specific standards (only available in the US).
Follow precisely a complex multistep procedure when carrying out experiments, taking measurements, or performing technical tasks; analyze the specific results based on explanations in the text.
Determine the meaning of symbols, key terms, and other domain-specific words and phrases as they are used in a specific scientific or technical context relevant to grades 11–12 texts and topics.
Analyze how the text structures information or ideas into categories or hierarchies, demonstrating understanding of the information or ideas.
Write arguments focused on discipline-specific content.
Make sense of problems and persevere in solving them. Mathematically proficient students start by explaining to themselves the meaning of a problem and looking for entry points to its solution. They analyze givens, constraints, relationships, and goals. They make conjectures about the form and meaning of the solution and plan a solution pathway rather than simply jumping into a solution attempt. They consider analogous problems, and try special cases and simpler forms of the original problem in order to gain insight into its solution. They monitor and evaluate their progress and change course if necessary. Older students might, depending on the context of the problem, transform algebraic expressions or change the viewing window on their graphing calculator to get the information they need. Mathematically proficient students can explain correspondences between equations, verbal descriptions, tables, and graphs or draw diagrams of important features and relationships, graph data, and search for regularity or trends. Younger students might rely on using concrete objects or pictures to help conceptualize and solve a problem. Mathematically proficient students check their answers to problems using a different method, and they continually ask themselves, "Does this make sense?" They can understand the approaches of others to solving complex problems and identify correspondences between different approaches.

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