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All lessons
Marty app
CurrentPrevious

3.06: Fastest Reaction with a micro:bit

Who has the fastest reaction time? Play this game with Marty and the micro:bit to find out!

3.06: Fastest Reaction with a micro:bit
Age / stage
11 - 13
Estimated time
90 minutes
Difficulty
Intermediate
Products
Marty V2

On this page

  1. Lesson overview
  2. Before you begin
  3. Warm-up
  4. Get learning
  5. Further challenge ideas
  6. Cool down
  7. Additional reading
  8. Curriculum standards

Additional reading

  • Using Web-based Blocks
  • Using Marty with a micro:bit
  • BBC micro:bit Quick Start Guide for Teachers

Curriculum standards

18
Choose your curriculum to see the relevant standards.

18 of 18 linked standards shown.

Australian CurriculumAustralia3
Curriculum areaLinked standards
Digital Technologies, Design & technologies: Design & Technologies
Digital Technologies, Design & technologies: Digital Technologies

Select a code to read the full standard.

Digital Technologies, Design & technologies: Design & Technologies

  • ACTDEP039Use project management processes when working individually and collaboratively to coordinate production of designed solutions

Digital Technologies, Design & technologies: Digital Technologies

  • ACTDIP025Acquire data from a range of sources and evaluate authenticity, accuracy and timeliness
  • ACTDIP028Design the user experience of a digital system, generating, evaluating and communicating alternative designs
CSTA Education StandardsUSA2
Curriculum areaLinked standards
General standards

Select a code to read the full standard.

  • 2-CS-02Design projects that combine hardware and software components to collect and exchange data.
  • 2-AP-11Create clearly named variables that represent different data types and perform operations on their values.
Curriculum for ExcellenceScotland8
Curriculum areaLinked standards
Health and Wellbeing: Mental, Emotional, Social and Physical Wellbeing
Literacy & English: Listening and Talking
Literacy & English: Writing
Technologies: Computing Science

Select a code to read the full standard.

Health and Wellbeing: Mental, Emotional, Social and Physical Wellbeing

  • HWB 0-11a / HWB 1-11a / HWB 2-11a / HWB 3-11a / HWB 4-11Social wellbeing
  • HWB 0-14a / HWB 1-14a / HWB 2-14a / HWB 3-14a / HWB 4-14aSocial wellbeing

Literacy & English: Listening and Talking

  • LIT 3-07aUnderstanding, analysing and evaluating
  • LIT 3-09aCreating texts

Literacy & English: Writing

  • LIT 3-23aTools for writing
  • LIT 3-28aCreating texts

Technologies: Computing Science

  • TCH 3-13aUnderstanding the world through computational thinking
  • TCH 3-14bUnderstanding and analysing computing technology
England's National CurriculumEngland1
Curriculum areaLinked standards
Computing, Design and Technology: Computing

Select a code to read the full standard.

Computing, Design and Technology: Computing

  • ✔️Understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and unambiguous instructions
ISTEUSA2
Curriculum areaLinked standards
International Society for Technology in Education (ISTE)

Select a code to read the full standard.

International Society for Technology in Education (ISTE)

  • 4dStudents exhibit a tolerance for ambiguity, perseverance and the capacity to work with open-ended problems.
  • 5dStudents understand how automation works and use algorithmic thinking to develop a sequence of steps to create and test automated solutions.
TEKSUSA2
Curriculum areaLinked standards
Middle School Technology Applications: Grade 6 to Grade 8

Select a code to read the full standard.

Middle School Technology Applications: Grade 6 to Grade 8

  • 4.BCritical thinking, problem solving, and decision making. The student makes informed decisions by applying critical-thinking and problem-solving skills. The student is expected to: plan and manage activities to develop a solution, design a computer program, or complete a project;
  • 6.NTechnology operations and concepts. The student demonstrates a thorough understanding of technology concepts, systems, and operations. The student is expected to: integrate two or more technology tools to create a new digital product.

Resources

Learner resources

  • Jam sandwich function sampleFile links loading
  • Workbook for Fastest ReactionFile links loading

Educator resources

  • Teacher GuideFile links loading
  • Presentation for Fastest ReactionFile links loading

Lesson overview

Students will be creating and building their own reaction game using the micro:bit to measure who has the fastest reactions. Except, there will be a twist! Marty will be placed in the middle, so each time someone wins a round in the game, Marty moves one step closer to the faster player. Students will need to consider the logic of deciding who has won each round of the game, how this will be displayed to users, either in Marty Blocks or on the micro:bit, and how Marty will signal who was faster.

Learning objectives

  • Create code to record the fastest response to a stimulus.
  • Program Marty to respond to the faster response.

Key vocabulary

  • micro:bit
  • Reaction
  • If Statement
  • Event
  • Function

Prior learning

Experience with the micro:bit and connecting to the web-based Marty Blocks, knowledge of random numbers, functions and variables

Before you begin

Equipment

  • Marty the Robot
  • Marty Workbook
  • Laptops/Computers with Scratch Link installed
  • Access to the Web Blocks editor
  • BBC micro:bit

Warm-up

TimingActivityPossible adaptations
Timing—

Warm up

Ask learners who has ever played a reaction game, maybe Whack-a-Mole or Dobble. For those that have, ask them to describe to those who have not, the purpose of the game and how it works. Share with learners the first three slides from the presentations, the title, objectives and success criteria.

If you have reaction type games, feel free to show them, If not, there are three slides in the presentation, the first of these is Dobble, a reaction card card, the second is a math app for a table or phone and the third is a physical setup with a micro:bit that uses code to create the reaction game. Feel free to show or delete the slides as you wish, they are all set to begin at a place that is showing the game, or app, in action, skipping any superfluous information.

Show learners a video of Marty 'judging' two players interacting with a micro:bit. Let them see the variety of controls that are being used and how Marty responds to each of the 'reaction rounds'. The video on the presentation does not include the scoreboard. The set up of variables is described in the teacher's guide. Learners can use their workbooks to determine what conditions are necessary to properly develop a game that return the results of who was faster.

Possible adaptations—

Get learning

TimingActivityPossible adaptations
Timing—

Get Learning

The following are ideas for questions and responses before coding starts,

Educator: How did players know when they had to press the button on the micro:bit?
Learners: There was an icon on the micro:bit display.
The micro:bit flashed a picture.
E: How do we check who was fastest?
L: We could use a conditional / if statement to trigger a response, when the faster person responds.
We could use a wait block to act as soon as someone presses a button.
We could use a loop, with a conditional statement, to constantly check if a button is pressed.
We could use the micro:bit command block to act as soon as a button is pressed.
E: How can we keep score?
L: We could create a variable that stores each player's score.
We could create functions for what happens when a player is faster, each function would increase the appropriate variable.
E: How could we ensure that the game continues until someone wins.
L: We need to go back to the main code without reseting the score.
We need to have the reaction part of the code happen again.
We need to end the game when the goal is reached.
E: Is there a way we can display scores?
L: We could use variables.
We could change the values for the variables depending on who is faster for each round.

Have learners complete the activity that checks understanding of vocabulary that will support today's activity.

In case you want a reminder for preparing Marty for work with the micro:bit, share the videos below, with learners. Feel free to delete the slides and show learners how to do these steps, or set up the devices before the lesson. If you choose not to use the videos in the presentation, you should delete the appropriate slides.

Cool down

TimingActivityPossible adaptations
Timing—

Cool Down

Bring learners back together to discuss the challenges they faced and overcame. Have groups model their creations and explain what is happening, when. Encourage other groups to ask questions to deepen the understanding of the processes.

Take time to have group code displayed to the class, encourage observational questions from peers.

Suggested questions you might ask:

  • How did you decide how to record the score?
  • What route did you take to only accepting the faster response?
  • How did you decide what the winning value was going to be?

Carry out any end of lesson routines.

Log off devices and clear everything away.

Possible adaptations—
Watch on YouTube

The video below is in the presentation, following the video is a graphic displaying the code that was used for this. It would be good to discuss what the micro:bit blocks are doing and why that isn't exactly what we want to happen in the game: Marty moves toward the person that was fastest and then moves toward the other person. How can we make Marty only go one way? Hopefully, learners will suggest a conditional statement: if button A is first, do action A, else if button B is first, do action B. The challenge arises as to where to arrange that. The code example, in the teacher guide, uses functions but there might be other ways to do it. Suggestions are included in the teacher guide.

Watch on YouTube

Given that learners will be familiar with the micro:bit event blocks, they should come to the conclusion that using micro:bit events is not the best way forward unless they feel confident that they know who was fastest depending on the direction Marty first moves. Take time to comment that this is not an efficient solution and it can be ambiguous, which may lead to arguments.

Remind learners about conditional statements, if they were not suggested. Perhaps a question like how do we trigger an action based on a particular input? If we did this, could we somehow ensure that the trigger will only respond to the faster of the players?

Give learners time to talk about how to plan a conditional statement.

Possible adaptations—
Timing—

Time for Practice

Give learners plenty of time to develop their code for the reaction game. At an appropriate time, ask the whole class how they are going to decide who wins? Have them think back to when Marty danced after the first video: how could we store something to keep track of the score for the two players? Learners will hopefully suggest using a variable. If they don't, ask what do you call the element of code that can store a value and can change depending on running code. That should be enough to remind learners of variable. Use other questions to guide learners in case that question isn't enough. When learners agree that variables are necessary, for a score, remind them about the helpfulness of useful variable names: x, y and z do not do much to support someone, who did not write the code, who is trying to figure out the purpose of the variables.

Take time to walk around the classroom commenting on work accomplished and asking supportive questions.

Possible adaptations

Support

Having support for a generic function will help learners who need some revision with this coding concept. Provide a same of 'calling a function' in a completely unrelated program. A suggestion is given below to support thinking about the way functions can be used in a larger program. This is also included in the resources section, as a pdf. An additional blank function template is given to support different function scenarios. Some of the Blocks have been modified to support this resource, this is only meant as a way of illustrating the function call.

Further challenge ideas

Extend

For learners wanting a visual display on their micro:bit, have them think about using the variables to display the updated scores either as a marque: Player one has (variable for p1), Player two has... or a screen message like A (variable) B (variable). Additionally, learners could include a marquee message for who the winner is. An example idea is below (for player_a):

Finally, learners could develop different victory celebrations dependent on the difference between first and second place: if it is 5-0, there could be an extended dance, if it is 5-4, it could be more of a sigh of relief kind of move.

Watch on YouTube