Frogger Design 2D
Frogger is a classic arcade style game from 1981 developed by Sega. This design is about a frogger-like game which is a good first game design activity for students with no programming background.
- 1 Gameplay
- 2 Tutorials
- 3 Lesson Plans
- 4 Examples
- 5 Design
- 6 Skills
- 7 Computational Thinking Patterns
- 8 Standards
- 9 Objectives
- 10 Grading Requirements, Assessment, Success Criteria, etc.
- 11 External links
- 12 International
|You are a frog. Your task is simple: hop across a busy highway, dodging cars and trucks, until you get the to the edge of a river, where you must keep yourself from drowning by crossing safely to your grotto at the top of the screen by leaping across the backs of turtles and logs. But watch out for snakes and alligators! (Sega, 1980).|
- Frogger tutorial part 1: user controlled frog, road with trucks moving on it, frog can be hit by truck.
- Frogger tutorial part 2: rivers with logs and turtles; frog is transported on log and turtle, frog cannot swim, game is won when frog reaches grotto.
- Please note that you can only use the Transport Action in AgentSheets 3.0. If you have versions of AgentSheets older than that, please use the Frogger tutorial part 2 with Message Passing for the river part.
- Jason Reub & Carla S Hester-Croff's Wyoming Frogger Tutorials including handouts and lesson plans
- Frogger Cheat Sheet used during Summer Institute: (Handout_Frogger_English_2013.pdf)
- Frogger Cheat Sheet: An extremely condensed tutorial that gives students the bare minimum needed to complete their frogger game.
- Show/Hide Tutorial: An attempt to make a more effective tutorial by reducing the text and adding short videos to describe each step.
- Sandy Wilder's Flash based Frogger Tutorial
- A screen shot scaffolding tool made using an annotation software like Promethean ActivInspire (Frogger Screen Shot.pdf) Mark S
- Frogger lesson plans for AgentSheets 3.0 (simplified transport)
- Frogger lesson plans for AgentSheets 2.x
- Teacher Sandy Wilder, Aspen Creek K-8 School
- Teacher Alyson Katz, Louisville Middle School/ Manhattan Middle School, 5 day lesson plan
- Sample lesson plan: Using an alternative implementation of Frogger to Explore Elements of Stories by Jodie Fransen, Aspen Creek K-8
Follow the gamelet design process:
- identify game objects, called agents, by locating nouns in the game description
- categorize agents into user controlled agents (hint the game is called Frogger), agents that move or do other things by themselves (sometimes also called artificial intelligence agents) and completely passive agents acting as props such as the road.
- identify agent interaction by locating verbs in the game description
This is the Scalable Game Design starter game. You need no background in programming, AgentSheets or other tools.
Computational Thinking Patterns
- Absorb: Trucks, turtles, and logs will need to be absorbed (erased) with truck absorber, log absorber, and turtle absorber agents.
- Collision: Trucks collide with frogs. We will use a simple form of collision to deal with trucks colliding with frogs.
- Generate: Trucks, turtles, and logs will need to be generated with truck maker, log maker and turtle maker agents.
- Transport: Logs and turtles transport the frog. This slightly more advanced pattern will be used in part II of the frogger tutorial.
- Creativity and Innovation. design and implementation of a game, create originals works: creating artwork and game levels
- Critical Thinking, Problem Solving, and Decision Making. Plan and manage activities to develop a solution or complete a project: follow game design process.
- Technology Operations and Concepts. understand and use technology systems: use authoring tool, organized project folder; troubleshoot systems and applications: run, test and debug program.
- Computational Thinking: (CT)
- Use algorithmic problem solving: students work from game problem statement, design implement and test.
- Define an algorithm as sequence of instructions.
- Describe the resulting behavior of an agent following a set of rules.
- Use abstraction to decompose a problem into sub problems.
- Collaboration (CL)
- Collaboratively design, develop, publish, and present products: work in pairs, exchange programs or game artifacts through arcade.
- Collaborate with peers, experts, and others using collaborative practices such as pair programming, working in project teams, and participating in group active learning activities.
- Computing Practice & Programming (CPP)
- Design, develop, publish, and present products: share game with others on arcade.
- Implement problem solutions using a programming language: looping behavior, conditional statements, logic, expressions, variables, and functions.
- Community, Global, and Ethical Impacts (CI)
- Exhibit legal and ethical behaviors when using information and technology and discuss the consequences of misuse: student is aware of copyright concerns and fair use.
- make your first simple but complete game
- apply design process to identify objects and interactions
- computational thinking: basic object interaction, stacks, creating object instances, rule based programming, message sending.
Grading Requirements, Assessment, Success Criteria, etc.
- educational game design course requirements
- Sample grading strategies for middle school:
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