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Week 1 Workshop: Look inside a jump

A hands-on hour with the home trial, building the habit this course runs on — read the number the simulation reports, don't estimate it.

24 February 2027

Preparation

Read the week 1 lecture and open the home page once before the session, just to see that it loads and a jump runs. Nothing to install, nothing to configure — if it doesn’t run, say so at the start of the session rather than during it.

Activity

Working alone or in pairs, at a laptop each:

  1. Run at least three jumps: one short press in immediate mode, one full hold in immediate mode, and one charged jump. Fill in the table from the lecture task as you go — don’t reconstruct it from memory afterward.
  2. Compare your table with the pair next to you. Everyone’s numbers should differ (nobody presses identically), but the pattern — hold longer, jump higher — should hold for both tables. If it doesn’t, that’s worth raising.
  3. As a group: name one moment in a jump that happens before the character leaves the ground, in a game you know. It doesn’t have to be dramatic — a controller has to register the input before anything moves, and that gap is real even when nothing is drawn for it.

Output

The completed table and the two sentences from the spec above, handed to your tutor at the end of the session or brought to next week’s workshop.

Criteria

The table’s numbers come from the home trial, not a guess dressed up as one — if two rows report identical numbers to three decimal places, that’s a sign they were copied rather than measured. Beyond that, this session isn’t marked: it’s the rehearsal for the Jump Autopsy assessment in week 3, which asks for the same kind of table at a larger scale.

The spec

What you bring to the session. Written so a reader can tell whether it has been met without asking you.

Teaching team