Lesson 1: Video Games and Coordinate Planes  

Overview  Students discuss the components of their favorite video games and discover that they can be reduced to a series of coordinates. They then explore coordinates in Cartesian space, identifying the coordinates for the characters in a game at various points in time. Once they are comfortable with coordinates, they brainstorm their own games and create sample coordinate lists for different points in time in their own game. 
Objectives 

Standards 
Common Core Math Standards:
5.OA.1
,
5.OA.2
,
6.NS.5
,
6.NS.8
.
Common Core Math Practices: MP.1 , MP.2 , MP.3 , MP.4 , MP.5 , MP.6 , MP.7 , MP.8 . CSTA K12 Computer Science Standards: CT.L1:601 , CT.L2:14 . 
Lesson 2: Evaluation Blocks and Arithmetic Expressions  

Overview  Students will begin using Evaluation Blocks to explore the concept of math as a language, and more specifically, a programming language. By composing arithmetic expressions with Evaluation Blocks, students will be able to visualize how expressions follow the order of operations. 
Objectives 

Standards 
Common Core Math Standards:
5.OA.1
,
5.OA.2
,
6.NS.5
,
6.NS.6
,
6.NS.8
,
6.EE.2
,
A.SSE.1
,
A.SSE.2
,
A.SSE.4
,
A.REI.1
.
Common Core Math Practices: MP.1 , MP.2 , MP.3 , MP.4 , MP.5 , MP.6 , MP.7 , MP.8 . 
Lesson 3: Strings and Images  

Overview  To compute more than just numbers, students will need to learn about two new data types, Strings (any string of alphanumeric characters) and Images. Using these new data types, we'll compose programs that produce and manipulate images. 
Objectives 

Standards 
Common Core Math Standards:
5.OA.1
,
5.OA.2
,
6.NS.8
,
6.EE.9
,
7.EE.4
,
8.F.1
,
8.F.2
,
A.SSE.1
,
A.SSE.2
,
A.SSE.4
,
A.REI.1
,
F.IF.1
.
Common Core Math Practices: MP.1 , MP.2 , MP.3 , MP.4 , MP.5 , MP.6 , MP.7 , MP.8 . 
Lesson 4: Contracts, Domain, and Range  

Overview  Contracts provide a way for students to better understand and discuss functions. Through this lesson, students will look at known functions and come up with the contracts that describe those functions. 
Objectives 

Standards 
Common Core Math Standards:
5.OA.1
,
5.OA.2
,
6.NS.8
,
6.EE.9
,
7.EE.4
,
8.F.1
,
8.F.2
,
A.SSE.1
,
A.SSE.2
,
F.IF.1
,
F.IF.2
,
F.IF.3
.
Common Core Math Practices: MP.1 , MP.2 , MP.3 , MP.4 , MP.5 , MP.6 , MP.7 , MP.8 . 
Lesson 5: Writing Contracts  

Overview  Students will work their way through a number of new functions, first using each to solve a problem, and then writing a contract which describes it. 
Objectives 

Standards 
Common Core Math Standards:
5.OA.1
,
5.OA.2
,
6.NS.8
,
6.EE.9
,
7.EE.4
,
8.F.1
,
8.G.1
,
A.SSE.1
,
A.SSE.2
,
F.IF.1
,
F.IF.2
,
F.IF.3
.
Common Core Math Practices: MP.1 , MP.2 , MP.3 , MP.4 , MP.5 , MP.6 , MP.7 , MP.8 . 
Lesson 6: Defining Variables and Substitution  

Overview  In this activity, students will learn to define variables that can be used to reference values and expressions. Once defined, their variables can be used repeatedly throughout a program as substitutes for the original values or expressions. 
Objectives 

Standards 
Common Core Math Standards:
5.OA.1
,
5.OA.2
,
6.EE.4
,
A.SSE.1
,
A.SSE.2
,
A.CED.1
,
A.CED.2
,
F.IF.1
,
F.IF.2
,
F.IF.3
,
F.LE.1
.
Common Core Math Practices: MP.1 , MP.2 , MP.3 , MP.4 , MP.5 , MP.6 , MP.7 , MP.8 . 
Lesson 7: The Big Game  Variables  

Overview  Students get their first look at the inside of their own video games. They will start development by substituting in new Images, Strings, and Numbers for existing variables. 
Objectives 

Standards 
Common Core Math Standards:
5.OA.1
,
5.OA.2
,
6.EE.4
,
A.SSE.1
,
A.SSE.2
,
A.CED.1
,
A.CED.2
,
F.IF.1
,
F.IF.2
,
F.IF.3
,
F.LE.1
.
Common Core Math Practices: MP.1 , MP.2 , MP.3 , MP.4 , MP.5 , MP.6 , MP.7 , MP.8 . 
Lesson 8: Composite Functions  

Overview  In the past lessons students have defined variables which will allow them to easily write expressions that refer to the same value repeatedly. In this stage, they will write simple functions that, like variables, allow students to abstract out repetitious elements of their programs. 
Objectives 

Standards 
Common Core Math Standards:
5.OA.1
,
5.OA.2
,
7.G.1
,
8.F.1
,
8.F.2
,
A.SSE.1
,
A.SSE.2
,
A.CED.1
,
A.CED.2
,
F.IF.1
,
F.IF.2
,
F.IF.3
,
F.IF.4
,
F.IF.5
,
F.IF.6
,
F.LE.1
.
Common Core Math Practices: MP.1 , MP.2 , MP.3 , MP.4 , MP.5 , MP.6 , MP.7 , MP.8 . 
Lesson 9: The Design Recipe  

Overview  In the last stage, students wrote some very simple functions  but more sophisticated functions demand a more thoughtful approach. The Design Recipe is a structured approach to writing functions that includes writing test cases to ensure that the function works as expected. Once students have mastered the Design Recipe process, they can apply it to any word problem they encounter. 
Objectives 

Standards 
Common Core Math Standards:
5.OA.1
,
5.OA.2
,
6.NS.8
,
6.EE.9
,
7.EE.4
,
8.F.1
,
8.F.2
,
A.CED.1
,
A.CED.2
,
A.CED.3
,
A.CED.4
,
F.IF.1
,
F.IF.2
,
F.IF.3
,
F.IF.4
,
F.IF.5
,
F.IF.6
,
F.IF.7
,
F.IF.9
,
F.BF.1
,
F.BF.2
,
F.LE.1
,
F.LE.2
.
Common Core Math Practices: MP.1 , MP.2 , MP.3 , MP.4 , MP.5 , MP.6 , MP.7 , MP.8 . 
Lesson 10: Rocket Height  

Overview  Using the Design Recipe, students will work through a series of word problems about calculating the height of a rocket after a given number of seconds from launch. The functions they write will be used to animate the rocket launch. 
Objectives 

Standards 
Common Core Math Standards:
5.OA.1
,
5.OA.2
,
6.NS.8
,
6.EE.9
,
7.EE.4
,
8.F.1
,
8.F.2
,
A.CED.1
,
A.CED.2
,
A.CED.3
,
A.CED.4
,
F.IF.1
,
F.IF.2
,
F.IF.3
,
F.IF.4
,
F.IF.5
,
F.IF.6
,
F.IF.7
,
F.IF.9
,
F.BF.1
,
F.BF.2
,
F.LE.1
,
F.LE.2
.
Common Core Math Practices: MP.1 , MP.2 , MP.3 , MP.4 , MP.5 , MP.6 , MP.7 , MP.8 . 
Lesson 11: Solving Word Problems with the Design Recipe  

Overview  Students will continue to practice the Design Recipe with a series of word problems. 
Objectives 

Standards 
Common Core Math Standards:
5.OA.1
,
5.OA.2
,
6.NS.8
,
6.EE.9
,
7.EE.4
,
8.F.1
,
8.F.2
,
A.CED.1
,
A.CED.2
,
A.CED.3
,
A.CED.4
,
F.IF.1
,
F.IF.2
,
F.IF.3
,
F.IF.4
,
F.IF.5
,
F.IF.6
,
F.IF.7
,
F.IF.9
,
F.BF.1
,
F.BF.2
,
F.LE.1
,
F.LE.2
.
Common Core Math Practices: MP.1 , MP.2 , MP.3 , MP.4 , MP.5 , MP.6 , MP.7 , MP.8 . 
Lesson 12: The Big Game  Animation  

Overview  Returning to the Big Game we started in stage 7, students will use the Design Recipe to develop functions that animate the Target and Danger sprites in their games. 
Objectives 

Standards 
Common Core Math Standards:
5.OA.1
,
5.OA.2
,
6.NS.8
,
6.EE.9
,
7.EE.4
,
8.F.1
,
8.F.2
,
F.IF.1
,
F.IF.2
,
F.IF.4
,
F.IF.5
,
F.IF.6
,
F.BF.1
,
F.BF.2
,
F.LE.1
,
F.LE.2
.
Common Core Math Practices: MP.1 , MP.2 , MP.3 , MP.4 , MP.5 , MP.6 , MP.7 , MP.8 . 
Lesson 13: Booleans and Logic  

Overview  Booleans are the fourth and final data type that students will learn about in this course. In this stage, students will learn about Boolean (true/false) values, and explore how they can be used to evaluate logical questions. 
Objectives 

Standards 
Common Core Math Standards:
5.OA.1
,
5.OA.2
,
6.NS.8
,
6.EE.9
,
7.EE.4
,
8.F.1
,
8.F.2
,
A.REI.3
,
A.REI.10
.
Common Core Math Practices: MP.1 , MP.2 , MP.3 , MP.4 , MP.5 , MP.6 , MP.7 , MP.8 . 
Lesson 14: Boolean Operators  

Overview  Using Boolean operators, students will write code that compares values to make logical decisions. 
Objectives 

Standards 
Common Core Math Standards:
5.OA.1
,
5.OA.2
,
6.NS.8
,
6.EE.9
,
7.EE.4
,
8.F.1
,
8.F.2
.
Common Core Math Practices: MP.1 , MP.2 , MP.3 , MP.4 , MP.5 , MP.6 , MP.7 , MP.8 . 
Lesson 15: Sam the Bat  

Overview  Using Boolean operators, students will write code that checks the location of a sprite to make sure it doesn't go offscreen. 
Objectives 

Standards 
Common Core Math Standards:
5.OA.1
,
5.OA.2
,
6.NS.8
,
6.EE.9
,
7.EE.4
,
8.F.1
,
8.F.2
.
Common Core Math Practices: MP.1 , MP.2 , MP.3 , MP.4 , MP.5 , MP.6 , MP.7 , MP.8 . 
Lesson 16: The Big Game  Booleans  

Overview  Using the same logic from the previous lesson, students will write code that checks whether their Target and Danger sprites have left the screen. If their function determines that a sprite is no longer visible on screen, it will be reset to the opposite side. 
Objectives 

Standards 
Common Core Math Standards:
5.OA.1
,
5.OA.2
,
6.NS.8
,
6.EE.9
,
7.EE.4
,
8.F.1
,
8.F.2
.
Common Core Math Practices: MP.1 , MP.2 , MP.3 , MP.4 , MP.5 , MP.6 , MP.7 , MP.8 . 
Lesson 17: Conditionals and Piecewise Functions  

Overview  Currently, even when passing parameters to functions, our outputs follow a very rigid pattern. Now, suppose we want parameters with some values to create outputs using one pattern, but other values to use a different pattern. This is where conditionals are needed. In this stage students will learn how conditional statements can create more flexible programs. 
Objectives 

Standards 
Common Core Math Standards:
5.OA.1
,
5.OA.2
,
6.NS.8
,
6.EE.9
,
7.EE.4
,
8.F.1
,
8.F.2
,
F.IF.7.b
.
Common Core Math Practices: MP.1 , MP.2 , MP.3 , MP.4 , MP.5 , MP.6 , MP.7 , MP.8 . 
Lesson 18: Conditionals and Update Player  

Overview  Using conditionals, students will write functions and programs that change their behavior based on logical evaluation of input values. 
Objectives 

Standards 
Common Core Math Standards:
5.OA.1
,
5.OA.2
,
6.NS.8
,
6.EE.9
,
7.EE.4
,
8.F.1
,
8.F.2
.
Common Core Math Practices: MP.1 , MP.2 , MP.3 , MP.4 , MP.5 , MP.6 , MP.7 , MP.8 . 
Lesson 19: Collision Detection and the Pythagorean Theorem  

Overview  Determining when objects on the screen touch is an important aspect of most games. In this lesson we'll look at how the Pythagorean Theorem and the Distance Formula can be used to measure the distance between two points on the plane, and then decide whether those two points (or game characters) are touching. 
Objectives 

Standards 
Common Core Math Standards:
6.NS.8
,
7.EE.4
,
8.EE.2
,
8.F.1
,
8.F.2
,
8.G.7
,
8.G.8
.
Common Core Math Practices: MP.1 , MP.2 , MP.3 , MP.4 , MP.5 , MP.6 , MP.7 , MP.8 . 
Lesson 20: The Big Game  Collision Detection  

Overview  To finish up their video games, students will apply what they have learned in the last few stages to write the final missing functions. We'll start by using booleans to check whether keys were pressed in order to move the player sprite, then move on to applying the Pythagorean Theorem to determine when sprites are touching. 
Objectives 

Standards 
Common Core Math Standards:
6.NS.8
,
7.EE.4
,
8.EE.2
,
8.F.1
,
8.F.2
,
8.G.7
,
8.G.8
.
Common Core Math Practices: MP.1 , MP.2 , MP.3 , MP.4 , MP.5 , MP.6 , MP.7 , MP.8 . 