Good evening, I am developing an isometric game that teaches players the basics of how to assemble a cart with arduino.
I would like ideas on how to implement the part that teaches the base code to the players.
Additional information:
My game idea is that each player at the end has assembled an arduino uno cart with bluetooth and a gun, the mechanics of the game itself is that they start by adding two wheels to the cart and as the stages go by new components and modifications are added.
3 challenges:
divert obstacle, fulfill path in less time, battle between both.
The game will be presented to a class of 30 students in which they have no experience in programming and the class will have a duration of 40 min of execution, time value already discounted, waiting for arrival, start computers and dismissal for exit.
Thanks for the answer, the gun is already in my plans and about your question: I see that the translator changed the tense of my text, I haven't done the lesson yet, so I'm making a game to try to at least be able to make them learn the basics in this short period of time.
I had initially planned to do a powerpoint presentation, but my colleagues who chose other subjects to teach did that and were criticized, so I can't even pretend I didn't hear.
It’s a large group with probably diverse skills
they have no clue about coding or robotics
you want them to discover the IDE, Understand the minimum about the C++ syntax and compile and upload process by themselves (no PowerPoint) so that in whatever time is left after they read a manual they can complete 3 programming challenges? (How long does a battle takes ?)
The part about the lack of skills is correct, but the second part is not, what I'm doing is an isometric game where the player will initially assemble an arduino uno cart with two engines, similar to the tinkercad website, and within the game they will put the cart to test, the programming part I haven't defined yet, it will probably be in blocks.
I don't intend to teach the IDE or C++ syntax, as I don't see a way to fit in the available time frame.
I can use powerpoint to help, but what my colleagues did and ended up screwing me, was to create a presentation that told the story and curiosities of the subjects that they should be teaching to put into practice.
Make the cart-building as simple as possible for the student, with the fewest possibilities for incorrect connections... that is, make pre-pinned connectors that are keyed. When plugging wires into the arduino, make a shield that only has the pins available that the student will use to make the cart... et c.
Make the student "programming" exercises so that very few variables can be changed, like direction and speed (speed can be zero or maximum, direction can be forward or backward, for example; "left forward" with "right zero" produces a right turn. "left backward" with "right zero" produces a left turn. Make a file of functions that will simplify the student's learning.
There once was a programming language called "Turtle" where you gave the turtle commands (right, left, steps, color, penUp, penDown, stop, reverse)
Thanks for the help, I hadn't thought of limiting the possible connections the student can make, it will certainly make it easier to teach and reduce the chance of a student making a mistake.