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Elementari

2 Truths & 1 Fib Game ๐Ÿ•ต๏ธโ€โ™‚๏ธ

Designed by:

Introduction

Jump into game coding with our templates. Design two truths and a sneaky fib ๐Ÿคฅ about yourself. Once your game's ready, hit submit for everyone to play, learn fun facts, and connect! Learn, play, and pick up some basic navigation skills along the way. Ready to get started? ๐Ÿš€๐Ÿ’ก

Subjects:
Grades: 3-12
Estimated Time For Completion: 60 mins
Hardware required: Computer or Tablet Speaker

Objectives

Students will:

  • Create a '2 Truths & 1 Fib' game to introduce themselves.
  • Write engaging statements with detailed explanations.
  • Code navigation paths and background music to enhance the interactive game experience.

Code Stories and Games with Elementari

Elementariโ€™s platform makes it easy for students to create and code interactive games. They can write their truths and fibs, design game pages, and use node-based visual coding to create navigation and add background music. This platform makes coding for kids fun and accessible, enhancing their storytelling and digital literacy skills.

New to Elementari? Click on the orange Start button to jump right into the lesson for free. Check out our Getting Started Guide for an overview of how Elementari works with your class. Get started for free for up to 35 student accounts.

Coding Concepts Covered

User Navigation Function in Parallel Functions in Sequence Background Music

Student Instructions

1. Create Your Title Page with a Start Button! ๐ŸŽ‰ (10 mins)

Start off with the ready-to-go title screen page. Customize it up with a "Start" button. You can think of the button as the front door to your app! ๐ŸŽฎ

2. Dive into Your Truths & Fib! ๐Ÿ•ต๏ธ (8 mins)

Grab a cool multiple choice template and write down two truths and one sneaky fib about yourself. Can you make your fib so tricky that your friends will be totally fooled? ๐Ÿคช

3. Design Your Win Page! ๐Ÿฅณ (12 mins)

Celebrate players who spot your fib! ๐ŸŒŸ Write a winning message and add a character to tell more about your sneaky fib.

4. More on Truth #1! โœ๏ธ (4 mins)

Write 2-3 sentences about your first truth.

Remember to say: "Oops! That's the truth!" because they guessed wrong!

5. More on Truth #2! ๐Ÿ“– (4 mins)

Write 2-3 sentences about your second truth.

Start with: "Oops! You found a truth!" to let them know they were off track.

6. Coding Navigation from the Title! ๐Ÿ–ฅ๏ธ (8 mins)

We'll dig into the basics of coding. Ensure players smoothly transition from your title page to the truths and fib question when they hit the "Start" button.

7. Code Your Player's Journey! ๐Ÿ” (9 mins)

Guide the gameplay. If they nail the fib, they see the celebration page. If they pick a truth, theyโ€™ll learn more about your truth.

Heads Up! ๐Ÿšจ Don't forget to change the order of your buttons!

8. Add the Final Touches & Share! ๐ŸŽต (5 mins)

Sprinkle some background music and change up the text effect to set the mood. ๐ŸŽถ

Once everything's perfect, hit submit! As soon as your teacher publishes, get ready for your classmates and the world to play your game! ๐ŸŒ๐ŸŒŸ

Project Example for Students

Play through this lesson's example project created on Elementari. Use this example to guide and motivate your students.

Standards

CSTA K-12 Computer Science Standards (2017)

Algorithms & Programming

  • 1B-AP-10 - Create programs that include sequences, events, loops, and conditionals.

  • 1B-AP-11 - Decompose (break down) problems into smaller, manageable subproblems to facilitate the program development process.

  • 1B-AP-12 - Modify, remix, or incorporate portions of an existing program into one's own work, to develop something new or add more advanced features.

  • 1B-AP-15 - Test and debug (identify and fix errors) a program or algorithm to ensure it runs as intended.

  • 2-AP-10 - Use flowcharts and/or pseudocode to address complex problems as algorithms.

  • 2-AP-13 - Decompose problems and subproblems into parts to facilitate the design, implementation, and review of programs.

  • 2-AP-17 - Systematically test and refine programs using a range of test cases.

  • 3A-AP-13 - Create prototypes that use algorithms to solve computational problems by leveraging prior student knowledge and personal interests.

  • 3A-AP-16 - Design and iteratively develop computational artifacts for practical intent, personal expression, or to address a societal issue by using events to initiate instructions.

ISTE Student Standards

Creative Communicator

  • 6b - Students create original works or responsibly repurpose or remix digital resources into new creations.

  • 6d - Students publish or present content that customizes the message and medium for their intended audiences.

  • 6c - Students communicate complex ideas clearly and effectively by creating or using a variety of digital objects such as visualizations, models or simulations.

Computational Thinker

  • 5a - Students formulate problem definitions suited for technology-assisted methods such as data analysis, abstract models and algorithmic thinking in exploring and finding solutions.

Innovative Designer

  • 4a - Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.

  • 4d - Students exhibit a tolerance for ambiguity, perseverance and the capacity to work with open-ended problems.

  • 4c - Students develop, test and refine prototypes as part of a cyclical design process.

  • 4b - Students select and use digital tools to plan and manage a design process that considers design constraints and calculated risks.

AASL Standards

Inquire

  • I.A.2 - Recalling prior and background knowledge as context for new meaning

  • I.B.3 - Generating products that illustrate learning.

  • I.C.4 - Sharing products with an authentic audience.

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