CODING FOUNDATIONS RETROFIT · PASSPORT CHECKPOINT 4
Alignment and scoring correction for this added evidence
This block controls the retrofit evidence and supersedes any conflicting Coding Foundations wording below.
Topic: Game-feature planning, testing, and revision
Objective: Students will plan one purposeful feature in pseudocode, implement it in a working remix, test it, and revise from the result.
Essential standards:
- §126.19(c)(2)(C) — modify and implement previously written code to develop improved programs.
- §126.19(c)(3)(B) — discuss and implement a design process that includes planning, selecting digital tools to develop, test, and evaluate design limitations, and refining a prototype or model; and
Supporting standards:
- §126.19(c)(1)(E) — develop, compare, and improve algorithms for a specific task to solve a problem; and
Evidence status: Demonstrated: (2)(C) and (3)(B). Practiced: (1)(E). A plan without the recorded test result is incomplete.
Required evidence: Passport Checkpoint 4 — Game Plan: feature goal, WHEN/SHOULD statement, feature pseudocode, first test result, and one evidence-based revision. Score the plan and test within the existing Build and Testing criterion and the submitted checkpoint within Screenshot and Reflection; do not add points.
Meets the threshold when: Checkpoint 4 includes a feature goal, WHEN/SHOULD statement, pseudocode, observed test result, and one revision; the final game contains the tested feature.
Period budget: 5–8 minutes before editing + 5 minutes after the first feature test; preserve the existing full-period build.
Point-preserving scoring: Keep 100 points: score the plan/test within Build and Testing and the submitted checkpoint within Screenshot and Reflection. No additional points or public share link.
Projectable support: Editable retrofit deck, Slides 18–22 · PowerPoint fallback
- English: Make a Google copy · Word · PDF
- Español: Crear una copia de Google · Word · PDF
Teacher move: Use the Passport as the named planning/test evidence inside the current lesson and current point total. Do not create a duplicate worksheet or count completion alone as mastery.
TEACHER ONLY · LESSON GUIDE
Video Game Design Lesson 2 — Remix, Test + Explain
Run the current student lesson with its existing evidence, resources, and submission route.
Daily Learning Contract
Topic: Iterative game revision
Objective: Students will apply an iterative software-design process to modify a working game, test the player experience, and explain how a revision improved the game.
- §126.19(c)(2)(C) — modify and implement previously written code to develop improved programs.
- §126.19(c)(3)(B) — discuss and implement a design process that includes planning, selecting digital tools to develop, test, and evaluate design limitations, and refining a prototype or model; and
Demonstration of learning: A remixed game with at least two purposeful features, playtest evidence, and a reflection naming one change and its effect on the player.
Use what is already in Canvas
Student-facing task: Lesson 2: Remix. Keep the current student page, requirements, points, and rubric as the source of truth.
- Existing project/PNG fallback
- official Greeting Card fallback
- MakeCode Arcade
- teacher deck slides 13–21
- rubric
Before students begin
- Open the student task in Student View and test the exact sign-in, link, file, or submission path students will use.
- Prepare only the listed existing materials; do not require a personal account or a new unlisted product.
- Keep the current student page available as the accessible and absence route.
Lesson flow
- 1. Launch: Put the purpose in front of students: Students will modify a working game with purposeful features and test player experience.
- 2. Model: Use one current example, tool, or teacher resource before students begin program revision.
- 3. Guide: Complete the first decision or step together; conference before students commit to a direction.
- 4. Build: Students complete the existing Canvas task. Do not add a second product or change the current rubric.
- 5. Check + next step: Verify this evidence before students leave: Remixed game with two or more purposeful features, submission evidence, and reflection.
Scaffolds and teacher decisions
Keep the student lesson's bilingual tabs, word bank, models, and current support route in view while students work. Reduce the number of examples or provide a partially completed planning frame before reducing the evidence. If a student needs an alternate format, preserve the same named evidence and use the current rubric or teacher judgment rather than adding a hidden requirement.
Close the loop
Use the current Canvas submission for grading. Record the specific misconception, access issue, or revision need you observed; use it to choose the next lesson's launch rather than creating a duplicate exit assignment.