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Block Coding: my game

✓ 0 of 30 lessons

Snap blocks together to move Robo, loop, react to keys and keep score, then build Gem Dash, a game of your own.

Unit 1 · Sequences

Lesson 1 Robot Steps A program is a list of steps, done in order. 🔒 Finish the lesson before
Lesson 2 Plan the Path Plan the whole path before you run it. 🔒 Finish the lesson before
Lesson 3 Turn Left, Turn Right Forward goes where Robo faces. Turns change the way it faces. 🔒 Finish the lesson before
Lesson 4 Fewer Blocks A shorter program that works is a better program. 🔒 Finish the lesson before
Lesson 5 Draw with Code A list of steps can draw a picture. 🔒 Finish the lesson before
Lesson 6 Bug Hunt 1 Find the step that goes wrong, then fix it. 🔒 Finish the lesson before

Unit 2 · Loops

Lesson 7 Again and Again A repeat block does the same steps again and again. 🔒 Finish the lesson before
Lesson 8 Loop Patterns Spot the part that repeats. 🔒 Finish the lesson before
Lesson 9 Square in 3 Blocks A loop can draw a shape. 🔒 Finish the lesson before
Lesson 10 Flower Power A loop can go inside another loop. 🔒 Finish the lesson before
Lesson 11 Loop the Path Loops make long paths short. 🔒 Finish the lesson before
Lesson 12 Bug Hunt 2 Check that a loop repeats the right number of times. 🔒 Finish the lesson before

Unit 3 · Events

Lesson 13 When Clicked An event starts code: when Robo is tapped, its code runs. 🔒 Finish the lesson before
Lesson 14 Keys Move Me Each key can have its own code. 🔒 Finish the lesson before
Lesson 15 Two Sprites Talk A message from one sprite can start another sprite’s code. 🔒 Finish the lesson before
Lesson 16 Animated Card A story is steps in order, plus events. 🔒 Finish the lesson before
Lesson 17 Bug Hunt 3 Check that code waits for the right event. 🔒 Finish the lesson before

Unit 4 · Conditionals

Lesson 18 If Lava, Turn An if block checks first, then decides. 🔒 Finish the lesson before
Lesson 19 If / Else If, else: do one thing or the other. 🔒 Finish the lesson before
Lesson 20 Repeat Until Repeat until stops a loop when something is true. 🔒 Finish the lesson before
Lesson 21 Teach the Bot People write rules. Computers can also learn from examples. 🔒 Finish the lesson before
Lesson 22 Bug Hunt 4 Check that an if asks the right question. 🔒 Finish the lesson before

Unit 5 · Variables

Lesson 23 Keep Score A variable holds a number that can change, like a score. 🔒 Finish the lesson before
Lesson 24 Lives Left A variable and an if can end the game. 🔒 Finish the lesson before
Lesson 25 Inside the Computer Input goes in, the computer works on it, output comes out. Inside, it is all 0 and 1. 🔒 Finish the lesson before

Unit 6 · My game

Lesson 26 Game Idea Plan a game first: a player, a goal and rules. 🔒 Finish the lesson before
Lesson 27 Build the Player Events make the player move. 🔒 Finish the lesson before
Lesson 28 Add the Challenge Rules and ifs make a game a challenge. 🔒 Finish the lesson before
Lesson 29 Test and Fix Play-test your game, then fix the bugs you find. 🔒 Finish the lesson before
Lesson 30 Publish My Game Finish your game and share it. 🔒 Finish the lesson before