Teacher Tips

Writing your first program


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Video: Writing your first program

Now that we have installed the .NET framework, the XNA framework and the Kodu Game Lab, it's time to get started programming using Kodu. One of the fastest ways to get programming for both students and teachers is to use built-in tutorials inside of the Kodu Game Lab. In this video, I'm going to walk through a tutorial to show us how to make Kodu, one of the animated characters of this game, move. And then I'm going to show you a way to extend this learning for your students by showing them how to make Kodu move in reference to an object. Let's get started by clicking on Load World.
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  1. 1m 45s
    1. Welcome
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    1. What is the flipped classroom?
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    2. Building a flipped lesson plan
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  3. 12m 33s
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    1. What is Common Core?
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  13. 8m 51s
    1. Podcasting in the classroom
      8m 51s
  14. 11m 5s
    1. Hour of Code
      2m 18s
    2. Kodu
      2m 1s
    3. Writing your first program
      6m 46s
  15. 18m 8s
    1. Create a quick class website
      8m 20s
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      9m 48s
  16. 6m 39s
    1. Creating screen capture video
      6m 39s
  17. 10m 14s
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  18. 6m 35s
    1. Creating online interactive discussions
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  19. 4m 19s
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  20. 10m 55s
    1. Online learning with bContext
      1m 7s
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    1. Free website platforms
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  22. 10m 52s
    1. Students on the Internet
      3m 55s
    2. Teaching proper Internet use
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    1. Learning through interactions
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  24. 15m 7s
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  26. 10m 11s
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  27. 9m 24s
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    1. Creating drag-and-drop lessons
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  30. 7m 22s
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      3m 46s
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  31. 6m 44s
    1. Lesson planning with BetterLesson.com
      4m 1s
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      2m 43s
  32. 6m 45s
    1. Exploring the free resources
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    2. Exploring the teacher portal
      3m 46s
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    2. Creating compelling projects
      4m 19s
  34. 8m 31s
    1. Adding your classroom as a project
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    2. Building awareness through social media
      5m 31s
  35. 7m 41s
    1. Find high quality lessons for your classroom
      5m 27s
    2. Assess the quality of lesson materials
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  36. 11m 58s
    1. Selling lessons plans on TeachersPayTeachers.com
      1m 39s
    2. Uploading lesson plans for sale
      10m 19s
  37. 6m 40s
    1. Lesson planning on an iPad
      3m 53s
    2. Creating recorded lessons on an iPad
      2m 47s
  38. 4m 41s
    1. Maximizing class downtime with DuoLingo
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    2. Creating self-motivated learners using DuoLingo
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    1. Adding the Office Mix PowerPoint plugin
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    2. Turning in assignments
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    1. Creating interactive cloud-based lessons
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    2. Creating Classflow lessons
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    3. Presenting Classflow lessons
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    1. Students creating electronic prototypes
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Watch the Online Video Course Teacher Tips
8h 26m Appropriate for all Sep 16, 2013 Updated Dec 22, 2014

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In this new series, author and educator Aaron Quigley shows you how to stay up to date with the latest educational technology and classroom management techniques. Each week, he'll introduce you to a new tip you can use to be more efficient, and increase student achievement. Aaron covers concepts like the flipped classroom, Common Core Standards, and the role of social media in education. The series also covers a variety of productivity apps, learning management systems, and other technologies, using a project-based approach that simulates the real K–12 or university classroom environment. Check back often for new tutorials, every Monday with Teacher Tips.

Subject:
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Author:
Aaron Quigley

Writing your first program

Now that we have installed the .NET framework, the XNA framework and the Kodu Game Lab, it's time to get started programming using Kodu. One of the fastest ways to get programming for both students and teachers is to use built-in tutorials inside of the Kodu Game Lab. In this video, I'm going to walk through a tutorial to show us how to make Kodu, one of the animated characters of this game, move. And then I'm going to show you a way to extend this learning for your students by showing them how to make Kodu move in reference to an object. Let's get started by clicking on Load World.

Under the Load World menu, students have a variety of worlds they can choose from. They can go into these worlds and simply play the game, or they can go into the world and manipulate and change the environment to be exactly what the student would like it to be. We're going to get started by clicking on Lessons to bring up the Lesson worlds. From the Lessons menu, I'm going to use the green arrow on the right-hand side. And I'm going to scroll all the way over, until I see this entirely blank green, called first tutorial world. I'm going to access this by clicking on it, and then selecting play. Now instead of tutorial, Kodu is going to give me these popup windows with informational texts, that tells me exactly what you need to do, to go from action to action through the tutorial.

It's really important that you only do the action as Kodu describes it. If you don't complete the action exactly as described, then Kodu won't know to prompt you for the next action. I'm going to go and click continue because I understand these instructions. So the first thing we're going to go in our world is to go ahead and add a Kodu. Kodu is simply one of the characters that we can use inside of this world. I'll go and click the continue button. Whenever we're making any changes in this particular program, we always use the Escape key to bring up the Editing mode. If I hit the Escape key right now you'll see at the very bottom of the screen I have a variety of things that I can do.

I can choose to move the camera angle. I can add objects. I can add paths, and I can even go through and change the structure of the world itself by adding hills, bumps and even water. We're going to go ahead and select the Object tool. And then to add an object we can select anywhere we'd like on our map and simply click. Here we have a variety of things that we can add. We can add rover or an apple. I'm going to go and select Kodu at the top of the screen since that's what the tutorial is prompting me to do. To add Kodu, I'll simply click on him. So at this point, even with a few clicks, we've gone ahead and already added a character to our game.

I'm going to go ahead and click OK and then to play our game, I'm going to select the Play button. You'll notice that my Kodu character is just sitting still. In fact the tutorial's going to prompt us and say, hmm, nothing seems to be happening. So what we need to do is to go ahead and add some program to our Kodu in order to make him move. Let's go ahead and click the A button to continue. The programming language inside of Kodu is a WHEN and DO language. Students can specify when something happens, that something else should happen through the do. Let's go and see what this looks like by adding some movements to Kodu. I'll click the A button to continue.

The next step is to go head and bring up our editing mode, we can do this again by pressing the Escape Key. I'm going to go and click on the Object tool, and now I'd like to right-click on the character that I'd like to program. I'll go and hover above Kodu, I'll right-click, and I'll select Program from the option menu. So this time we can go ahead and add our when-do statements. Now, when and do statements do not need to be limited to a single event and a single action. We can actually build multiple whens for multiple dos. For example, I'm going to go ahead and click on the When icon, and I'm going to say, when the keyboard is used.

I'm going to click the plus sign next to the keyboard again to be more specific. I'll say when the arrows are used on the keyboard. I'm then going to go ahead and click on the DO plus button, the DO should be a movement. So with those three simple steps, we've gone ahead and added some programming to our game. I'm going to click the continue button, I'll hit escape to come back to my main programming menu and I'l click the play button to start my game. I can now see that even do Kodu's hovering there when I press the forward keys and the left and the right keys that I'm now able to move my character around the map.

It also gives us a pop-up window saying congratulations, you've learned how to add Kodu to a world and then program him to move. I'm going to go and click the Continue button. Now let's go ahead and extend our learning a little bit with a way that you can teach students to have Kodu move in reference to objects. To do this I'm going to click the Escape key. And I'd like to add another object onto my map. I'm going to go and select the Object tool. I'm going to click this time, a little bit behind an to the left of my Kodu, an I'm going to add an apple. So now in my map I have my original Kodu that we did, and I also have an apple that's been added.

I'd like to program Kodu. So I'm going to select Kodu. Right-click Kodu, and select program. Now we currently have a program that says when I use the arrow keys on the keyboard, it's going to make Kodu move. What I'd like to do, is to leave this program functioning, and add a second program directly below that. I'm going to go ahead and click the plus button next to when, and I'm going to say that when Kodu sees something, I'll tell him what he sees with another plus button. And was going to see an object. And that object's going to be the apple.

So when Cody sees the apple, I now need to tell him what to do. I'm going to click do, and I'm going to say that he should move. I'm going to click the plus button next to move. And I'm going to say, toward. And I'm going to add even a third step to this, and say slowly. So this second line of program, I've told Cody that when he sees the apple, he should move towards the apple, slowly. Let's go ahead and add a third line of code, to tell Cody what to do when he reaches the apple. I'm going to click the when plus button. And I'm going to tell Cody that when he bumps, I'll add some instructions, bumps in object, that object being the apple.

I'm going to come over to the Do section, click the Do plus button, and I'm going to go ahead and select that he should eat, and I'm going to select the apple. So let's quickly review everything that Kodu can now do. I've used some very basic functions to tell him that the keyboard arrows will allow him to move. Now, when he sees an apple, he's going to move toward the apple slowly. When he gets the apple, he'll bump it, and when he bumps the apple, he'll eat it. Let's go and hit the Escape key to come out of programming mode. I'm going to select the Play button and we're now playing this game.

As you can see, my Kodu saw the apple, he turned and went towards the apple, when he reached the apple he bumped it, and he went ahead and ate the apple. We've added some very basic lines of programming and our Kodu is now a fully-functioning program that our students can use. In addition to being able to play this on the computer, students also have the ability to download and save this game, take it home, and play it on an Xbox. I hope you enjoy exploring Kodu with your students, and that your students enjoy creating worlds and their very own interactive games.

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