Lesson Plans 10-19-15
Research and information fluency. The student locates, analyzes, processes, and organizes data.
The student is expected to:
A) play board games to research and collect game play data;
(B) evaluate, analyze, and document game styles and playability; and
(C) research the dramatic elements in games, including kinds of fun, player types, and nonlinear storytelling.
Theory and Logic
Use game design software to create a playable video game
Integrate objects into a game
Create sound and music effects in a video game
Describe basic computer logic
Build logic statements
List features of programming
Activities:
Star Fighter video game :
Create Storyboard (start, levels 1-3, game over and victory levels)
Plan if/then decision structure during collisions
Create criteria for level up situations
Score points and lose lives
Have victory and loss conditions
Chapter Test
TEKS:
1) Creativity and innovation. The student develops products and generates new understanding by extending existing knowledge. The student is expected to:
(A) understand the basic game design elements, including conceptual ideas, storyline, visualization, storyboard, game effects, sound elements, game play, game controls, and player tutorial;
(B) create a design concept document;
(C) create a storyboard;
(D) demonstrate an understanding of the fundamentals of game art, including the look and feel, graphics coordinate system, basics of color, and color palettes;
(6) Technology operations and concepts. The student understands technology concepts, systems, and operations as they apply to game programming. The student is expected to:
(A) identify basic game components, including the game engine, game play subsystems, data structures, models, and interfaces;
3. Research and information fluency. The student locates, analyzes, processes, and organizes data.
The student is expected to:
A) play board games to research and collect game play data;
(B) evaluate, analyze, and document game styles and playability; and
(C) research the dramatic elements in games, including kinds of fun, player types, and nonlinear storytelling.