Cette leçon contient 20 diapositives, avec quiz interactifs et diapositives de texte.
La durée de la leçon est: 50 min
Éléments de cette leçon
Python programming
Year 9 - Lesson 1
Slide 1 - Diapositive
I am an alien from out of space and I have just landed on earth! I have been told to put some clothes on! Can you create some instructions for 'Getting Dressed'?
Conquer: Define programs and describe how they are executed.
Aspire Higher: Write and execute your first Python programs. This will include displaying messages, creating and using variables and input from the keyboard.
Slide 3 - Diapositive
In previous units, you...
Used a block-based programming language such as (Scratch) to create programs that involved:
Variables, operators, and expressions
Sequence, selection, and iteration
Subroutines
Lists
Slide 4 - Diapositive
Python
High level programming language
Allows you to create your own programs
Text based
Slide 5 - Diapositive
Programs
A program is a set of precise instructions, expressed in a programming language.
Translating the programming language is necessary for a machine to be able to execute the instructions.
Create with code, shows you where your error is. Below is a screenshot that shows this.
Slide 12 - Diapositive
CORRECT
CAUSE AN ERROR
print = ("Hello")
Print("Yes!")
print("this one)
name = imput("what is your name")
name = input("what is your name")
print("this text")
fav colour = "Green"
age = 10
print("Hello", name)
print("Bye",name")
Slide 13 - Question de remorquage
Commenting our code. What is the importance?
By commenting our code, it tells you (the programmer) and anyone else who looks at the code what it does.
By using the '#' symbol, it will not display when your code has been run.
Below is an example
Slide 14 - Diapositive
What symbol do I use to comment code?
Slide 15 - Question ouverte
What is the process of checking a program for errors?
A
Error checking
B
De-bugging
C
Error finding
D
Mistake finding
Slide 16 - Quiz
Variables
In programming, a variable is like a container that holds a piece of information. This information can be anything, like a number, a word, or even a whole sentence!
For example, imagine you have a box that can hold a piece of fruit. You can put an apple in the box, and then later on, you can take the apple out and look at it. In programming, a variable is like that box. You can put information into the variable, and then you can use that information later on in your program.
Slide 17 - Diapositive
Task 3 - Variables
We are now going to create a variable and then save some data to it. We will then output "print" this data to the screen.
Press the green play button to execute the code.
Slide 18 - Diapositive
Task 4 : Create an adventure using inputs, outputs and variables to create a story!
Can you create a story like the one below - feel free to change the questions!
Use as many variables as possible to create a customisable story
Slide 19 - Diapositive
What type of information can be stored in a variable?