Mighty Microbit Intermediate¶
Mighty Microbit Intermediate Lessons for Intermediate
written by sean base on following books
- Lesson 1 magic 8 lesson
- Topic
- Quick Links
- magic 8 activity
- magic 8 challenges
- magic 8 quiz
- Name
- Directions
- 1. Define what an 'if statement' is.
- 2. Create a Variable called
x
and assign it to a random number between 0 and 2. - 3. Write the 'if statement' to check if
x
is equal to 2. Inside the 'if statement', display the string "Yes". - 4. Write the 'if statement' to check if
x
is equal to 1. Inside the 'if statement', display the string "No." - 5. Write the code to display the string "I don't know" if the Variable
x
is neither 2 nor 1.
- magic 8 quiz answers
- Name
- Directions
- 1. Define what an 'if statement' is.
- 2. Create a Variable called
x
and assign it to a random number between 0 and 2. - 3. Write the 'if statement' to check if
x
is equal to 2. Inside the 'if statement', display the string "Yes". - 4. Write the 'if statement' to check if
x
is equal to 1. Inside the 'if statement', display the string "No." - 5. Write the code to display the string "I don't know" if the Variable
x
is neither 2 nor 1.
- Prior learning/place of lesson in scheme of work
- Documentation
- Objectives
- Lesson 2 guess the number lesson
- Topic
- Quick links
- guess the number activity
- guess the number tutorial
- guess the number challenges
- guess the number quiz
- Name
- Directions
- 1. Describe what
||input:on button pressed||
does? - 2. Write the line of code that creates a condition for on button A pressed.
- 3. Write the line of code that creates a
local variable
calledrandomNumber
and will return a number from 0 to a limit of 10. - 4. Draw the area that could be lit based on the code below. Explain why you chose to draw that number.
- guess the number quiz answers
- Prior learning/place of lesson in scheme of work
- Documentation
- Objectives
- Lesson 3 Counter lesson
- Topic
- Quick Links
- counter activity
- counter challenges
- counter quiz
- Name
- Directions
- 1. What is a variable?
- 2. Draw the stored value for the variable called count
- 3. Draw which LEDs are ON after running this code and pressing button "A" once. Explain you chose to draw that number
- 4. Draw which LEDs are ON after running this code and pressing button "A" three times. Explain you chose to draw that number
- counter quiz answers
- 1. What is a variable?
- 2. Draw the stored value for the variable called count
- 3. Draw which LEDs are ON after running this code and pressing button "A" once. Explain you chose to draw that number
- 4. Draw which LEDs are ON after running this code and pressing button "A" three times. Explain you chose to draw that number
- Prior learning and lesson level
- Documentation
- Objectives
- Lesson 4 love meter blocks lesson
- Topic
- Quick Links
- love meter blocks activity
- love meter blocks quiz
- Name
- Directions
- 1. Describe what
on pin pressed
does? - 2. Create a condition for on pin pressed (P0).
- 3. Describe what this line of code does?
- 4. Describe what adding 1 to variable x does?
- 5. Describe why you must hold ground (GND) before pressing (P0) to run a program using
on pin pressed(P0)
on the @boardname@
- love meter blocks quiz answers
- love meter blocks challenges
- Prior learning/place of lesson in scheme of work
- Documentation
- Lesson 5 truth or dare lesson
- Topic
- Quick Links
- truth or dare activity
- truth or dare challenges
- truth or dare quiz
- Name
- Directions
- 1. Write the code that will randomly return 0 through 3 and stores the value inside a local variable called 'random'.
- 2. Write an if statement that will display the message "TRUTH" on the @boardname@ if the local variable 'random' equals 0.
- 3. If the local variable 'random' equals 1, write the string that will be displayed.
- 4.Write the code that will display this up arrow after pressing button "A".
- Prior learning/place of lesson in scheme of work
- Documentation
- Objectives
- Lesson 6 spinner lesson
- Topic
- Quick Links
- spinner activity
- spinner challenges
- spinner quiz
- Name
- Directions
- 1. Write the code that stores a random number between 0 and 3 into a local variable named 'random arrow'.
- 2. Write the if statement that will display this down arrow from your code. Hint- This occurs if the local variable 'random arrow' returns 1.
- 3. Write the if statement that will display this right arrow. Hint- This occurs if the local variable 'random arrow' returns 2.
- spinner quiz answers
- Name
- Directions
- 1. Write the code that stores a random number between 0 and 3 into a local variable named 'random arrow'.
- 2. Write the if statement that will display this down arrow from your code. Hint- This occurs if the local variable 'random arrow' returns 1.
- 3. Write the if statement that will display this right arrow. Hint- This occurs if the local variable 'random arrow' returns 2.
- Prior learning/place of lesson in scheme of work
- Documentation
- Objectives
- Lesson 7 dice roll lesson
- Topic
- Quick Links
- dice roll activity
- dice roll challenges
- dice roll quiz
- Name
- Directions
- 1. Create a variable named 'roll' that will be randomly assigned to a number between 0 and 5.
- 2. If the variable "roll" equals 5, write the code that will plot the image below
- 3. You will use an
else if
condition if "roll" is equal 4. Write theelse if
statement that will display the plot image below - 4. You will use an
else if
condition if "roll" is equal 3. Write theelse if
statement that will display the plot image below - 5. You will use an
else if
condition if "roll" is equal 2. Write theelse if
that will display the image below
- dice roll quiz answers
- 1. Create a variable named 'roll' that will be randomly assigned to a number between 0 and 5.
- 2. If the variable "roll" equals 5, write the code that will plot the image below
- 3. You will use an
else if
condition if "roll" is equal 4. Write theelse if
statement that will display the plot image below - 4. You will use an
else if
condition if "roll" is equal 3. Write theelse if
statement that will display the plot image below - 5. You will use an
else if
condition if "roll" is equal 2. Write theelse if
that will display the image below
- Prior learning/place of lesson in scheme of work
- Documentation
- Objectives
- Lesson 8 looper blocks lesson
- Lesson 9 strobe light lesson
- Lesson 10 temperature blocks lesson
- Lesson 11 digi yoyo lesson
- Lesson 12 rotation animation block lesson
- Topic
- Quick links
- rotation animation block activity
- rotation animation block challenges
- rotation animation quiz
- Name
- Directions
- 1. What is a " variable"?
- 2. Write the code to create a variable called foo that stores a boolean and initialize it to false.
- 3. Explain why you use a while loop with a variable
- 4. Draw the areas on the @boardname@s to illustrate the code below. Explain why you chose to draw in those areas.
- rotation animation quiz answers
- 1. What is a " variable"?
- 2. Write the code to create a ** variable** called
foo
that stores a boolean and initialize it to false. - 3. Explain what this line of code does.
- 4. If the rectangle below represents the @boardname@, shade the areas that will be displayed. Explain why that particular area is shaded.
- Prior learning/place of lesson in scheme of work
- Documentation
- Objectives
- Lesson 13 compass lesson
- Lesson 14 zoomer blocks lesson
- Lesson 15 glowing pendulum blocks lesson
- Topic
- Quick Links
- glowing pendulum block activity
- glowing pendulum block tutorial
- glowing pendulum blocks challenges
- glowing pendulum quiz
- Name
- Directions
- 1. Why are you creating a 'forever' loop?
- 2. Write the line of code to measure the acceleration with respect to the "y" axis and store this value in a local variable called 'acceleration'.
- 3. After storing the acceleration in a variable, write the code to take the absolute value of the acceleration, and store this value inside 'acceleration'.
- 4. Write the code to include acceleration value question 3 to set the brightness on the @boardname@.
- glowing pendulum quiz answers
- Name
- Directions
- 1. Why are you creating a 'forever' loop?
- 2. Write the line of code to measure the acceleration with respect to the "y" axis and store this value in a local variable called 'acceleration'.
- 3. After storing the acceleration in a variable, write the code to take the absolute value of the acceleration, and store this value inside 'acceleration'.
- 4. Write the code to use the acceleration value from question 3 to set the brightness on the @boardname@.
- Prior learning/place of lesson in scheme of work
- Documentation
- Objectives
- Lesson 16 classic beatbox