Mighty Microbit Advanced¶
Mighty Microbit Advanced Lessons for Advanced
written by sean base on following books
- Lesson 1 prank wifi lesson
- prank wifi challenges
- prank wifi quiz
- Name
- Directions
- 1. Write the lines of code that takes the absolute value of the accelerations with respect to the x, y and z axis and stores the values as Local Variables
- 2. Write the lines of code that add all the accelerations together to get the total acceleration and stores the value as a Local Variable called "sum"
- 3. Write the 'If statement' used if the sum of the acceleration value is less than 1400 milli-gravitys. Then write the code that will plot an image of the fake amount of WiFi if the acceleration in this 'If statement'
- 4. Write tje 'If statement' used if the sum of the acceleration value is greater than 1400 milli-gravitys but less than 1680 milli-gravitys. Then write the code that will plot an image of the fake amount of WiFi inside this 'If statement'
- 5. Write the 'if statement' needed to display this specific plot image on the device
- prank wifi quiz answers
- Name
- Directions
- 1. Write the lines of code that takes the absolute value of the accelerations with respect to the x, y and z axis and stores the values as Local Variables
- 2. Write the lines of code that add all the accelerations together to get the total acceleration and stores the value as a Local Variable called "sum"
- 3. Write the 'If statement' used if the sum of the acceleration value is less than 1400 milli-gravitys. Then write the code that will plot an image of the fake amount of WiFi if the acceleration in this 'If statement'
- 4. Write tje 'If statement' used if the sum of the acceleration value is greater than 1400 milli-gravitys but less than 1680 milli-gravitys. Then write the code that will plot an image of the fake amount of WiFi inside this 'If statement'
- 5. Write the code to display this specific image on the device
- Lesson 2 speed button lesson
- Topic
- Quick Links
- speed button challenges
- speed button quiz
- Name
- Directions
- 1. What is a variable?
- 2. Draw which LEDs show the number being stored as a global variable called count
- 3. Draw which LED is ON after running this code and pressing Button A twice. Explain why you chose to draw that number
- 4. Draw which LED is ON after running this code and pressing Button A five times. Explain why you chose to draw that number.
- speed button quiz answers
- 1. What is a variable?
- 2. If the rectangle below represents the @boardname@, shade the area that shows the value of the variable count.
- 3. If the rectangle below represents the @boardname@, shade the areas that will be displayed after two button presses on Button A. Explain why that particular area is shaded.
- 5. If the rectangle below represents the @boardname@, shade the areas that will be displayed after five button presses on Button A. Explain why that particular area is shaded.
- Prior learning/place of lesson in scheme of work
- Documentation
- Objectives
- Lesson 3 Headband lesson
- Topic
- Quick Links
- headbands activity
- headbands quiz
- Name
- Directions
- 1. What is the meaning of the term 'collection' in programming? What is a 'collection' of strings?
- 2. Write the line of code that will display the string "puppy" using
coll
. - 3. Write the line of code that will display the string "cat" using
coll
. - 4. Write the five (5) lines of code that will add the following five words to
coll
: puppy, clock, night, cat, cow. - 5. Write the code to get a string from the collection at a random position.
- headbands quiz answers
- Name
- Directions
- 1. What is the meaning of the term 'collection' in programming? What is a 'collection' of strings?
- 2. Consider the following lines of code.
- 3. Consider the following lines of code.
- 4. Consider the following line of code.
- 5. Write the code to get a string from the collection at a random position.
- Class
- Prior learning/place of lesson in scheme of work
- What the teacher needs to know
- Documentation
- Resources
- Objectives
- Links to the National Curriculum Programmes of Study for Computing
- Progression Pathways / Computational Thinking Framework
- Activity
- Intended follow on
- Lesson 4 hero
- Lesson 5 catch the egg game lesson
- Topic
- Quick Links
- catch the egg game challenges
- catch the egg game quiz
- Name
- Directions
- 1. Write the data type for the variables 'basket' and 'egg'.
- 2. Write the code to plot the initial position of the egg and the basket using the variables 'egg x', 'egg y', and 'basket x'. The code should arrange the egg and basket as shown below.
- 3. Write the three lines of code that moves the egg down. (You need to unplot the egg's current position, update its position variables, and plot its new position.
- 4. Write the code that resets the egg after it has fallen past the bottom of the @boardname@.
- catch the egg game quiz answers
- Name
- Directions
- 1. Write the data type for the global variables 'basket' and 'egg'.
- 2. Write the code to plot the initial position of the egg and the basket using the variables 'egg x', 'egg y', and 'basket x'. The code should arrange the egg and basket as shown below.
- 3. Write the three lines of code that moves the egg down. (You need to unplot the egg's current position, update its position variables, and plot its new position.
- 4. . Write the code that resets the egg after it has fallen past the bottom of the @boardname@.
- Prior learning/place of lesson in scheme of work
- Documentation
- Objectives