Consider how an offline game like chasing might be translated into an online version and assist students in devising a program.
Use correct terminology associated with programming, such as command, conditionals and loops.
Identify elements of a game.
Solve a given problem using a program.
Test and run a program.
Solve a Problem is one of six Lessons Plans from the Solve strand of CLISTE.
Solve introduces students to problem-solving using both coding and non-coding based projects.