Python Minecraft

About this unit:

Learn Python by hacking Minecraft on a Raspberry Pi! Extend learning into a text based programming language. Students learn how they can manipulate the Minecraft world by writing code, covering concepts such as loops, lists, messaging, 3D coordinates and debugging.

National Curriculum Links - Computing KS3

The content of this plan cover the following National Curriculum strands: 

  • understand several key algorithms that reflect computational thinking [for example, ones for sorting and searching]; use logical reasoning to compare the utility of alternative algorithms for the same problem
  • use 2 or more programming languages, at least 1 of which is textual, to solve a variety of computational problems; make appropriate use of data structures [for example, lists, tables or arrays]

Unit Resources

Lesson Slides

Detailed lesson slides for you to use when delivering this unit of work with your class

Unit Assessment Sheet

Use our simple assessment system to measure your students' success in this unit of work.

Lessons

Lesson 1

  • To set up a Raspberry Pi computer with some assistance
  • To begin to use a text based programming language
  • To compare text and block based programming languages
  • To use logical reasoning to debug errors in a program

 

Lesson 2

  • To set up a Raspberry Pi computer with some assistance
  • To begin to use a text based programming language
  • To use logical reasoning to debug errors in a program

 

Lesson 3

  • To create programs with a text based programming language
  • To understand and use 3D coordinates to position a player and blocks
  • To understand and use variables in a program

 

Lesson 4

  • To create programs using a text based programming language
  • To understand and use 3D coordinates to position a player and blocks
  • To understand and use variables in a program
  • Use logical reasoning to debug errors in a program

Lesson 5

  • To use and understand 3D coordinates to create structures
  • To understand and make use of variables in a program
  • To create programs using a text based programming language
  • To use logical reasoning to solve programming challenges

Lessons 6

  • To use and understand 3D coordinates to create structures
  • To use logical reasoning to debug errors in a program
  • Recognise and use different types of loop
  • To use loops to make a program more efficient

Suggested Software

  • Minecraft Raspberry Pi edition
  • IDLE Python editor

Full Computing Glossary

Take a look at our full computing glossary, plus key vocabulary for each age group.

Key computing vocabulary for this unit

Abstraction - Removing unnecessary detail to help you solve a problem (a computational thinking concept)

Algorithm – an unambiguous procedure or precise step-by-step guide to solve a problem or achieve a particular objective. A set of instructions for achieving a goal or solving a problem.

Command – a step or line of programming.

Coordinate (noun) - Cartesian coordinates are a set of values that show an exact position. In a 2D environment, such as on a graph, two axis are needed, each with an equal number scale. The X axis represents the horizontal position of a point, the Y axis represents the vertical position of a point. Coordinates in a 3D environment require a third axis (Z) which represents depth. Coordinates can be commonly used in coding to position objects (sprites in Scratch) within a program’s visual environment. 

Debug – to detect and correct the errors in a computer program.

Decomposition - Breaking a problem down into smaller parts (a computational thinking concept)

Execute – to follow a series of instructions. The computer or robot follows the instructions in order to complete the program.

Logical reasoning – a systematic approach to solving problems or deducing information using a set of universally applicable and totally reliable rules.

Program – A sequence of instructions written to perform a specified task on the computer

Repetition (also known as  ‘Loop’ or ‘Iteration’) – a programming construct in which one or more instructions are repeated, perhaps a certain number of times, until a condition is satisfied or until the program is stopped.

Selection – ‘when things happen’ - A programming construct in which the instructions that are executed are determined by whether a particular condition is met.

Sequence – to place programming instructions in order, with each executed one after the other.

Variables – a way in which computer programs can store, retrieve or change simple data, such as a score, the time left, or the user’s name.

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