Code Cube Lesson 3: Turn that Frown Upside Down

Code Cube Lesson 3: Turn that Frown Upside Down

Assessment

Interactive Video

Information Technology (IT), Architecture

10th - 12th Grade

Hard

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In this lesson, Christina guides students through Lesson 3, 'Turn that frown upside down,' where they learn to program a Code Cube to display different images based on its orientation. The lesson covers setting up the Code Cube, connecting it to a computer, and using the Code Cube app. Students are introduced to coding with control, sensing, and matrix blocks, and learn to create and display images. The lesson emphasizes efficient coding to manage memory usage. Students are encouraged to save their work and explore additional activities for practice.

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5 questions

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1.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is the first step to start working with the Code Cube?

Charge the Code Cube.

Open the Code Cube app and connect the cube.

Download the Code Cube app.

Install the latest firmware on the Code Cube.

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Which menu do you use to add a block that detects the cube's orientation?

Image menu

Sensing menu

Matrix menu

Control menu

3.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is the purpose of the 'if then' block in the Code Cube program?

To set conditions for actions

To save the program

To display images

To start the program

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What should you do if you want to use less memory in your Code Cube program?

Increase the memory capacity of the Code Cube

Use stock images from the matrix image block

Add more 'if then' blocks

Use more create image blocks

5.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What should you do after completing the code to ensure you can use it again?

Delete the code

Share the code online

Rename and save the blocks

Print the code