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Elementari

Animated Yeti Adventure ❄️

Designed by:

Introduction

Begin your journey into the world of interactive storytelling! You'll be sequencing animations to have your yeti run across a page and say something when clicked. Ready to create your Yeti's tale? 🏔️🌌

Subjects:
Grades: 6-8
Estimated Time For Completion: 31 mins

Objectives

Students will:

  • Design the scene with the yeti character.
  • Animate a yeti character using functions in sequence.
  • Code event-driven interactions, like 'on click' events, to make the yeti speak.

Code Stories and Games with Elementari

Elementari’s platform allows students to easily design scenes with text, images, and backgrounds. They will use visual coding to add voiceovers, making their dragon speak. This approach makes coding fun and develops creative and technical 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

Function in Parallel Functions in Sequence Duration Relative Position

Student Instructions

1. Summon the Yeti & Set the Scene 🌲 (4 mins)

Add the yeti animation object and set the stage for your story by selecting a suitable background. 

2. Begin Your Tale! 📖 (6 mins)

Write and animate some narration text to give some context to your scene

3. Animate Your Yeti (1/3) (5 mins)

Have your yeti "idle" at when the page starts!

4. Animate Your Yeti (2/3) (7 mins)

Code your yeti to change animations and run.

5. Animate Your Yeti (3/3) (9 mins)

Have your yeti move across the page using the Move function block. Finally, we'll sequence the animation to end with the yeti idling.

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

  • 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.

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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