Posts Tagged ‘game-based learning’
The Importance of Civics Education
Truth be told, I always disliked history and government classes as a Kindergarten through undergraduate student. I found it dry, boring, irrelevant, and unimportant. I believe this was due to it all being about memorization . . . memorizing events and dates in history; memorizing the branches of government; memorizing states and their capitols. This type of learning reflects only remembering, the lowest level of Bloom’s Taxonomy.
Now that I am a teacher of gifted education, I believe it is important for my students, for all students to participate in civics education. There is a problem with knowledge of civics by today’s children and youth (adults, too). The Center on American Progress stated in The State of Civics Education:
Civic knowledge and public engagement is at an all-time low. A 2016 survey by the Annenberg Public Policy Center found that only 26 percent of Americans can name all three branches of government, which was a significant decline from previous years. Not surprisingly, public trust in government is at only 18 percent and voter participation has reached its lowest point since 1996. Without an understanding of the structure of government; rights and responsibilities; and methods of public engagement, civic literacy and voter apathy will continue to plague American democracy. Educators and schools have a unique opportunity and responsibility to ensure that young people become engaged and knowledgeable citizens.
For civics education to be effective, though, it needs to be engaging, exciting, authentic, and relevant for learners. Here are two civics education practices that can be implemented within the classroom”
Schools should provide direct instruction in government, history, economics, law, and democracy in ways that provoke analysis and critical thinking skills. These subjects are vital to laying the foundation for civic learning and may also contribute to young people’s tendency to engage in civic and political activities over the long term. However, schools should avoid teaching only rote facts about dry procedures, which is unlikely to benefit students and may actually alienate them from politics.
Schools should incorporate discussion of current local, national, and international issues and events into the classroom, particularly those that young people view as important to their lives. Engaging students in civil dialogue about controversial issues provides opportunities to foster character and civic virtue–important civic dispositions that are the habits of the heart and mind conducive to the healthy functioning of the democratic system. Examples include civility, open-mindedness, compromise, and toleration of diversity, all of which are prerequisites of a civic life in which the American people can work out the meanings of their democratic principles and values (Revitalizing Civic Learning in Our Schools).
As discussed in the NEA article Forgotten Purpose: Civics Education in Public Schools , the value of civics education goes far beyond politics:

Now I am including civics education as part of my gifted education instruction for my 2nd through 6th grade students. There are two reasons I am doing so:
- The political climate, not just in the United States, but worldwide has become contentious and toxic. I believe that this is due, in part, to a lack of education in civics.
- There are online tools like Brainpop, Newsela, and iCivics that make civics education more interesting and engaging.
I teach at two Title 1 schools with a predominately Hispanic student body. An article from the NEA had this to say about civics education in lower income schools:
Only 25 percent of U.S. students reach the “proficient” standard on the NAEP Civics Assessment. White, wealthy students are four to six times as likely as Black and Hispanic students from low-income households to exceed that level. Here’s why: Students in wealthier public school districts are far more likely to receive high-quality civics education than students in low-income and majority-minority schools (Forgotten Purpose: Civics Education in Public Schools ).
I’ve been having my students play the free iCivics games – Win the Whitehouse, Cast Your Vote, and Executive Command. I can’t overstate how much all of my students love iCivics. There are no so many fun and interactive ways to teach civics as well as suggestions and tips for best practices such as the ones recommended by The National Center for Learning and Civc Engagement in a guidebook entitled Six Proven Practices for Effective Civic Learning.
The necessary elements of effective civic education include classroom instruction in civics & government, history, economics, law and geography; service learning linked to classroom learning; experiential learning; learning through participation in models and simulations of democratic processes; guided classroom discussion of current issues and events, and meaningful participation in school governance.
Access to this document can be found below;
Video Games for Relationship- and Team Building
I had the privilege of taking a workshop on Fortnite Creative facilitated by Steven Isaacs. I decided to take this workshop because I knew that many of my students (3rd-7th grade gifted students) were playing Fortnite. The idea of using a violent game during classes was not appealing to me so when I heard about Fortnite Creative, I got excited about learning more.
In Fortnite Creative, players can create structures on a private island and share them with up to 16 players (including the owner) for various multiplayer game modes with customizable rules. Players can place, copy and paste, move and erase objects, including ground tiles, items, and game features. (https://en.wikipedia.org/wiki/Fortnite_Creative)
This means that players can actually build structures on islands along with other players who they invite to join their party.
During the workshop, Steven talked about and show a video of his middle school students’ Rube Goldberg Machines. I love Rube Goldberg machines so the thought of students being able to build one using a gaming platform that were already using was very appealing to me.
Fornite Rube Goldberg Machine Lesson Plan
From Steven’s Fornite Rube Goldberg Machine Lesson Plan:
Who doesn’t love a good Rube Goldberg Machine? Full of humor, wit, and based on simple machines, Rube Goldberg inventions are described as overly complex machines comprised of a number of automated actions to solve a simple problem. I can only imagine how thrilled Rube would have been if Fortnite Creative mode was available in his day. In
this lesson, students will learn about simple machines, engineering, and automation. They will design and build a Rube Goldberg Machine in Fortnite Creative mode.
Some of the NGSS standards Steven listed in his lesson plan included:
- Motion and Stability: Forces and Interactions
- MS-PS2-1 Apply Newton’s Third Law to design a solution to a problem involving the motion of two colliding objects.
- Energy
- HS-PS3-3 Design, build, and refine a device that works within given constraints to convert one form of energy into another form of energy.
- Engineering Design
- HS-ETS1-2 Design a solution to a complex real-world problem by breaking it down into smaller, more manageable problems that can be solved through engineering. (Fornite Rube Goldberg Machine)
(Disclaimer: Fortnite is not supposed to be used by kids under 13. The parents of the students in my class were familiar with their children’s Fortnite use and what we were doing during our Wednesday lunch club.)
I showed them the video, Student Fortnite Creative Rube Goldberg Machine, made and recorded by Steven’s students and told my students their goal was to build something like this. Since the only experience I had with Fornite was what I learned at the workshop, I explained that doing this would be all up to them. They had no problem taking this challenge and running with it.
My Reflection

This went better than I expected. Given that the Fortnite Creative simulates physics, I believe my students learned more about forces and interactions as well as properties related to energy conversion.
For me, though, the bigger benefits were with relationship- and team building. Because our district went remote and given that I teach gifted students at three schools, I combined the 5th-7th graders so we could meet all day on Wednesdays with an hour lunch for the voluntary gaming club. About 6 of my students play during our hour lunch.
Relationship Building – One of the group of students were new to me. Within a half hour of our first class meeting, one of the new 6th grade boys, A., started complaining, asking how long he had to stay. I went to the Fortnite Creative Workshop and the next Wednesday, I asked who played Fortnite and wanted to join a lunch gaming club. A. sparked right up. His attitude towards my gifted class and me took a 180 degree turn. Now, he says that he loves gifted class, engages in all of the activities, and is a strong class contributor throughout all of our learning activities. Since I am a Fortnite Creative noob, he always takes care of me in-world, making sure I am invite to their party, and can find my way around our class’s island for building. I believe this was due to my taking an interest in his life and integrating that into my class. Too often, the teacher expects students to join her world without taking an interest in joining students in their worlds.
The relationship between three students from one school and three from another quickly developed through their shared interest. It’s only been a few weeks and they seem like they have been co-students for years. In fact, they told me that a few of them (from different schools) met over the weekend to play Fornite.
Team Building – Years ago, I facilitated outdoor and experiential team building experiences for all kinds of groups: adult corporate and therapeutic groups for adults and adolescents. As mentioned, Fortnite Creative can be played together by a group. We kept our Google Meet open for ease of communicating during our gaming club. To hear my students working together to build their Rube Goldberg machine and play with iterations of that machine brought me such joy. Their comments were similar to those I heard when I did the outdoor team building activities. They built off of one another’s ideas, expressed satisfactory when iteratios worked correctly for them, and made sure everyone was included in their activities! To get a snippet of their interactions – see below:
Next up for our gaming club – Rocket League (as per my students’ request, of course).
Game Jam: Creating a Video Game

The Game Jam was developed for and offered through the Santa Fe Public Schools’ SAGE (Services for Advanced and Gifted Education) Program although any school or youth group could enter. The game categories were: Board, Card, Action, and Video games. The criteria used to judge the games:

The contest was conceived and developed by Steve Heil – Santa Fe Public Schools Gifted Program Support Specialist. For more information, contact him at sheil@sfps.k12.nm.us.
I encouraged my 5th and 6th grade gifted learners at one of my schools to enter the video game category. I scaffolded instruction (described below) but they created their story narratives, storyboards, and video games.
Introduction to Story Narratives
They were introduced to world and character through the following Pixar in a Box video.
Storyboarding with Storyboard That
Learners used Storyboard That to create the storyboards for their video games.
Storyboard That is a graphic organizer and storyboard creator . The program provides pre-made scenes, characters, text boxes, shapes, and other images to choose from, Students are able to drag and drop these items into their chosen layout. Scenes are organized into locational and thematic categories (e.g. school). Characters are organized similarly and can be customized with hair color, eye color, and other edits. Text boxes allow the student to give voice to their characters. Shapes and additional images add props to the story. (https://www.edsurge.com/product-reviews/storyboard-that-product)
It was continually reinforced that their storyboards needed to include strong characters, settings, and plot.

Video Game Creation
Learners were given the option of two game creation platforms:-
- Scratch – https://scratch.mit.edu/
- Makecode Arcade – https://arcade.makecode.com/
To help them make their decision about which platform to use, they were asked to do tutorials offered by each of these platforms. Two of the teams selected MakeCode Arcade and one of the teams selected Scratch. The MakeCode teams were able to create their characters using the pixel image creation function, and the Scratch team created their characters using this platform’s drawing tool.
MakeCode Avatars
Scratch Avatars
Links to the Learner Created Games
- Llama Raised MakeCode Arcade Game – https://makecode.com/_Fj3fc8iJyWuy
- Forward to the Future/Future to the Past MakeCode Arcade Game – https://makecode.com/_hW8FXc5tpbMx
- Chunky Monkey Scratch Game – https://scratch.mit.edu/projects/305827741/
Video Overviews
As part of the game jam submission procedures, learners had to record a video overview. Here are their video overviews:
BreakoutEDU: A Professional Development Workshop
I recently got the opportunity to offer a professional development workshop for educators of gifted students at the 2018 14th Annual Fall Gifted Education Institute. The description for my workshop was as follows:
BreakoutEDU presents puzzles for students to decipher, each clue leading to another which in turn opens locks attached to a strongbox. BreakoutEdu activities address the unique talents and needs of gifted students in that they require critical thinking, creativity, problem-solving, collaboration, and communication. During this session, directly experience two BreakoutEdu activities: (1) Eggbert, the Slightly Cracked Egg, with a social emotional theme of the benefits of being different, and (2) World of Geometry; and learn about the Breakout Edu resources available to teachers.
Here are the slides from my presentation:
Eggbert: The Slightly Cracked Egg
As an experiential educator, I believe that most learning experiences are best begun with an experiential learning activity (for more about this, see David Kolb’s working on the Experiential Learning Cycle). So I immediately had the workshop participants jump in to do a physical BreakoutEDU game, Eggbert, the Slightly Cracked Egg (see https://usergeneratededucation.wordpress.com/2016/09/04/eggbert-the-slightly-cracked-egg-a-breakout-edu-game/ for a description, set up description, and support materials). I specifically developed this activity for use with gifted students as sometimes they themselves as slightly cracked although I think this book-activity has value for all students – all ages. Here are some photos of the teachers engaged in this activity:
The Reflection
We don’t learn from experience, we learn from reflecting on experience. John Dewey
I then introduced the importance of reflecting on experience (also part of Kolb’s Experiential Learning Theory), and asked the participants to reflect on their Eggbert Breakout Edu by using the BreakoutEdu reflection cards.
Digital BreakoutEDU
After sharing resources offered through Breakoutedu.com (see slide deck about) and for our final activity, I asked them to complete a digital BreakoutEDU activity, Escape from the Dungeon. My purpose for introducing this activity was twofold: (1) to show the teachers that BreakoutEDU games can introduce and reinforce some fairly advanced content concepts – this one has students use geometry concepts and formulas; and (2) to show teachers the use of digital Breakout Edu games where the use of kits aren’t required.
Games or Worksheets: Is there really a question about the choice?
I work part time with gifted elementary students at two Title 1 schools where most of the students qualify for free or reduced lunches; and where they and/or their parents are learning English as a second language. What I quickly discovered about my students was that many were lacking in foundational skills in ELA and in math. Sadly, the instructional method used by way too many schools, especially those considered low performing like mine, is to give students lots of worksheets to teach such skills. I don’t like worksheets. I didn’t like them when I was an elementary student and don’t know too many elementary students who say, “I love doing worksheets.”
I have been using games in my classrooms (elementary and higher education) for decades. My use of games has included board games, team building and cooperative games, and more recently, video games. In order to help my gifted students learn some of the foundational skills, I integrate a variety of these games. This post is split into two parts:
- Personal Observations About the Use of Games for Learning
- Example Games Used to Teach and Reinforce
Personal Observations About the Use of Games for Learning
There has been a lot written about using games for learning. Research generally supports their use for learning:
Across 57 studies that compared teaching with a game to using other instructional tools, incorporating a game was more effective (SD .33). Using a game improved cognitive learning outcomes along with intrapersonal and interpersonal outcomes. Researchers looking at other collections of studies have found that games help students retain what they’ve learned.
I have written about the teacher as an ethnographer and the teacher as a reflective practitioner. In line with these beliefs, I have made my own personal observations about using games with gifted elementary students at low performing schools.
The Desire to Win is a Motivator
One of the biggest draw in the use of games is that students want to build their skills in order to win the game. Most, if not all, of my students embrace and engage in competitive games with the goal of winning. The need to win is a strong motivator; and to win they need to develop those skills. Even in group team building and cooperative learning, learning basic skills in order to be successful is a great motivator for learning basic skills. The same can’t be said of worksheets. The major reward for completing a worksheet is a grade from the teacher. For many students, this type of reward is not all that motivating.
A Sense of Fun and Play
When games are used for learning, excitement and joy become part of the learning process. My learners’ excitement is seen with their squeals of joy, big smiles on their faces, and jumping out of their seats when they succeed in the games. Doing worksheets is not fun and they do not elicit playful responses. They is limited joy in learning through worksheets.
Learning Doesn’t Feel Contrived, Pushed, nor Painful
Most children play games and many adults do so, too. Games seem to be part of human existence. Thus, when games are introduced into the learning environment, they feel natural to the learners. On the other hand, worksheets are not part of learners’ lives outside of the classroom. This translates into worksheets feeling contrived and pushed. Doing worksheets is often painful for the learners.
Noise is Expected
Games often include vocal elements. Learner voices and noise are expected and accepted when games are played. The opposite is true for doing worksheets. The expectation is that there is silence in the classroom while students work through their worksheets.
Increased and Engaging Repetition of Concepts
In general, repetition is needed to gain and remember basic skills. Usually this occurs through memorizing and repeating core skills. Games often offer the repetition of basic skills in a fun way as learners work towards completing the game challenges. Doing multiple worksheets can provide the repetition but not the engagement.
Learners Spontaneously Help One Another
Even in games that ask learners compete (see the second part of this post for examples), they often help one another out when one of their peers get stuck. This type of peer assistance is not promoted, may even be seen as cheating when students are completing worksheets.
Natural, Immediate, and Continual Formative Assessment
Most games offer continual feedback on learners’ performances. Games provide immediate feedback about the degree of success with a challenge as this function is built into the game mechanics. The same is not true for worksheets. The teacher is the one who often reviews and grades the worksheet. Feedback does not tend to be immediate nor continual with the use of worksheets.
Increased Engagement
The above characteristics equal increased engagement, and increased engagement often means increased learning. I have to wonder if one of the reasons my learners didn’t develop foundational skills is that they weren’t engaged in their learning processes; that they just went through the motions of doing the worksheets.
Examples Games Used to Teach and Reinforce Basic Skills
Word Fluency
Scrabble Relay
In this game, students were separated into two groups. A pile of several sets of Alphabet bean bags were placed about 25 yards from the starting line. In a relay type game, group members ran one a time to pick up and bring back to the starting line one bean bag at a time. The relay continued until all of the bean bags were picked up.
The groups were then asked to create as many words as they could using the letters they collected. Letters could be reused after a word was created. Point values were: one point for words of 2 to 4 letters; two points for words with 5 to 9 letters; and 3 points for words with 10 letters or more.
Words with Friends
I created a class account with Words with Friends EDU:
The success of this game was better than I expected. The learners had never heard of nor played Scrabble so I was excited to see their level of engagement. They loved challenging one another; learning how the point values worked; and exploring the power words and their definitions.
Basic Number Sense
Similar to the word fluency games, I have been using a variety of both analog and digital games to increase my learners’ knowledge and skill with basic addition, subtraction, multiplication, and divisions.
Some of the analog math games I’ve used include”
- Sumoku – http://www.blueorangegames.com/index.php/games/sumoku
- Equate: The Equation Thinking Game – http://www.playequate.com/equate/
- Tri-Facta – http://www.hand2mind.com/item/trifacta-multiplication-division-game/7173
- Games with Playing Cards and Dominoes – http://www.education.com/activity/fourth-grade/math/
Some of the digital games I’ve used include:
- Prodigy Math Game – https://prodigygame.com/
- Math Playground – http://www.mathplayground.com/
- Math Games on Kahoot – https://getkahoot.com/
Parting Shot: One of my gifted students yelled out this week during class (I meet with one group for a half a day and the other for a full day): I love coming to my gifted class. It is so much more fun than learning. On one hand, I was happy to hear how much he enjoys the class. On the other hand, I was saddened that: (1) he didn’t see our fun activities as learning, and (2) his regular classroom lacked such fun.
Eggbert, the Slightly Cracked Egg: A Breakout EDU Game
There is a new platform for immersive learning games that’s taking classrooms across the world by storm. Based on the same principles as interactive Escape The Room digital games — which challenge players to use their surroundings to escape a prison-like scenario — Breakout EDU is a collaborative learning experience that enhances critical thinking and creativity while fostering a growth mindset in students. Gameplay revolves around a Breakout EDU box that has been locked with multiple and different locks including directional locks, word locks, and number locks. After listening to a game scenario read by the teacher, students must work together to find and use clues to solve puzzles that reveal the various lock combinations before time expires (usually 45 minutes). (Stretch student collaboration skills with Breakout EDU)
I developed my own game which is adapted from Oh, the Places You Will Go http://www.breakoutedu.com/oh-the-places-youll-go
Title: Eggbert: The Slightly Cracked Egg
Story: Uses the children’s story, Eggbert: The Slightly Cracked Egg. Cast out of the refrigerator because of a small crack, Eggbert sets out into the world, using his talent for painting to try to blend in. Eventually he realizes that cracks are everywhere and reminds us all that our flaws are perfectly natural.
Topic Theme: This cross-curricular BreakoutEDU activities incorporates English, Math, and Social Studies standards as well as skills such as problem-solving and team building.
Standards:
This cross curricular activity address the following standards. Students will:
- Demonstrate understanding of figurative language, word relationships, and nuances in word meanings. (ELA CCSS)
- Write informative/explanatory texts to examine a topic and convey ideas and information clearly. (ELA CCSS)
- Understand how latitude and longitude are used to identify places on a map. (Social Studies)
- Describe and compare the physical environments and landforms of different places in the world (e.g., mountains, islands, valleys or canyons, mesas).
- Use personal experience as inspiration for expression in visual art. (Visual Arts)
- Solve different kinds of non-familiar problems in both conventional and innovative ways. (21st Century Skills)
- Assume shared responsibility for collaborative work, and value the individual contributions made by each team member. (21st Century Skills)
Materials:
- Copy of Eggbert, the Slightly Cracked Egg
- Breakout EDU Box (Large Lock Box)
- Directional Lock (speed dial)
- Five Digit Letter Lock
- UV / Black Light Flashlight
- Invisible Ink Pen
- Small Locked Box with Three-Number Combo
- 3-Digit Lock
- 4-Digit Lock
- Key Lock
- Computer or Tablet
- Printouts: Plane Tickets, Maps, Longitude-Latitude Coordinates, Quotes, We Broke Out Card
- Silly Putty – one per student
Steps to Set Up:
- Set the directional lock to Up-Down-Up-Down. This represents the directions and times that Eggbert goes up and down walls.
- Set the lock box to 3-4-7. The plane tickets have the clues for the 3 number lock box. The plane tickets are cut apart from the print out to make three tickets. This number, 3-4-7, is on the tickets and can be found as the seat numbers. The order of the numbers can be found in one of two ways: (a) the seat letters, a – b – c, and/or (b) the places Eggbert visits, from the Refrigerator to New York City, from New York City to the Grand Canyon, Arizona, from Grand Canyon Arizona to Hilo, Hawaii.
- Put the encrypted message, and the weblink to how to do the encryption in the lockbox. The encrypted message is JE VYDT JXU AUO, BEEA JE FEIJUH JXHUU QDT VYDT JXU SHQSA (which decrypted means “to find the key, look to poster three and find the crack”).
- Tape the key to the key lock behind word “crack” on the poster 3 quote – tape this poster to the wall.
- Set the four number combination lock to 8-7-3-1. This matches the coordinates on the map found in the support materials. Cut out the four longitude-latitude coordinates from the bottom of the map and place those near the maps. FYI – all of the numbers on the map correspond to canyons in the United States.
- Set the word lock to P-R-I-D-E. Using the invisible ink pen, circle letters P – R – I – D – E on the posters 1 and 2 of quotes.
- (Optional) With a Sharpie, draw a crack on each silly putty egg – one for each participant. Put silly putty and We Broke Out sign in the Breakout box.
- Attach the hasp to the breakout box and to the hasp lock attach the directional lock, the key lock, the word lock, and the four number combination lock.
Video Overview on the Set Up
Support Materials
With the Students
- Show students the BreakoutEdu Box.
- Read Eggbert: The Slightly Cracked Egg emphasizing that there are clues
- Project http://www.onlyinyourstate.com/usa/best-canyons-usa/ – have students view the different canyons in the US
- Give participants record and hint sheet preferably via a Google doc but paper versions can work, too.
- Go through the hints one at a time as a group. They can work with a partner or two of they choose. I emphasize not telling the answer until everyone has it. I strive to have everyone in the class participate by insuring that all have the correct answer prior to attempting to solve that clue – unlock that particular lock.
- Once they open the box and find the silly putty in the eggs, instruct them to sculpt something that makes them unique.
- For reflection, have the students blog about their experiences. If they are using iPad or Chromebooks, they can take a photo to go with their blogs.
- Further study: Students can look up the latitudes and longitudes to find out which canyons and gorges were represented.
Slideshow of Our Breakout Edu:
A Class on Coding and Bots
of
Thinglink of Resources: https://www.thinglink.com/scene/753039991126360065
I have been asked to return to teach summer enrichment classes on maker education for elementary-aged learners at a local school during the summer of 2016. One of the new classes I am designing is called Coding and Bots. It is a week long (5 days) class that will meet for 2.5 hours each morning. The description is:
Learn how to code first by playing games and then by coding some bots including Sphero, Ollie, mBot, OZOBOT, and Dash and Dot. All ages are welcome but the child should have basic symbol recognition/reading skills.
Two things to note about this class are, first, I learned last summer not to underestimate the learning potential of very young kids. These classes are mixed ages ranging from 4 to 10 year old kids. For most of the maker education activities, the very young ones could perform them, sometimes better than the older kids. Second, I am a strong proponent of hands on activities. Although I like the use of iPads and computers, I want elementary aged students to have to directly interact with materials. As such, I am designing Coding and Bots to include using their bodies and manipulating objects. This translates into having all activities include the use of objects and materials excluding and in conjunction with the iPad – not just using the iPad and online apps/tools to learn to code. The activities I plan to do follow:
Warm-Ups: Human Robots
Coding the Cups
Adapted from this Tinkersmith Activity, learners use symbols and plastic cups to act as robots using the coded symbols to build and manipulate a cup stack. Each small group of 2 to 4 learners gets 18 to 24 plastic cups and a set of symbol cards (a few sets of the template below):
The cups are lined up on two levels. Each player, one at a time, picks and flips over one of the symbol cards and does the action stated on the card with the cups. In doing their movements, players need to insure that their selected cup is in contact with at least one other cup as part of their action. A player is “out” if s/he knocks over the cup/cups. The winner is the last player who places a cup without knocking any over. To increase the challenge, have learners play the game with just the symbols during second or third round of the game.
Kodable fuzzFamily Frenzy
Learners create a simple obstacle course where they “program” a partner to complete it using the code key below. Once they have written their code their partner must follow instructions to complete the course.
An Outdoor Treasure Hunt Through Codes
The educator sets up a Treasure Hunt outdoors for the learners to solve using coding clues provided by the educator. The coding clues are based on the following legend:
The pre-activity set-up includes setting up clues around the outdoor learning environment that lead from landmark to landmark and finally to a treasure (a treat or prize of some kind) along with the coding clues to get to each of the landmarks. Several routes might have to be set up if working with a larger group. I recommend no more than 3 or 4 per group. Learners are given the first clue, a series of the coding symbols that lead to the first landmark. An example might look like:
When they arrive at that landmark, they will find another clue, another series of coding symbols that lead to the next landmark and so on until they arrive at the last landmark that contains their treasure.
As a follow-up, learners will be separated into smaller groups to set up a treasure hunt for the other groups using the same legend of coding symbols.
This activity was adapted from Kodable’s Fuzz Family activity.
Superhero Coding for Kids
Use basic programming ideas to help Batman avoid the bad guys and get the jewels! You have to get him to move on the right path around the obstacles using basic programming commands. The directions for this game can be found at http://littlebinsforlittlehands.com/superhero-computer-coding-game-without-a-computer/
Board + Manipulative Games
Robot Turtles Game
Learners will play the Robot Turtles Board Game. Robot Turtles is the a board game that teaches coding skills to kids as young as four, and the only screen-free resource for this pivotal age group. Read more at http://thinkfun.com/media-center/robot-turtles/.
Liz Engel Greaser designed an extension to this game but having her learners create their own Robots Turtle Games – see Extensions for Robot Turtles for the how-tos.
Coding Monkey Island
Learners will also play the Code Monkey Island. Its description is:
Code Monkey Island, the board game designed to teach players of all ages computer science logic! As the wise leader of your own tribe of monkeys, it’s up to you to guide all three of your monkeys safely around the board and into the banana grove. You’ll have to use concepts like conditional statements, looping, booleans, assignment operators and more to earn moves for your monkeys, dodge quicksand traps, and score some delicious fruit along the way!
Code Master
In Code Master, your Avatar travels to an exotic world in search of power Crystals. Along the way, you use programming logic to navigate the Map. Think carefully, in each level, only one specific sequence of actions will lead to success. Once you collect all the Crystals and land at the Portal, you win! (http://thinkfun.com/products/code-master/)
Osmo Coding
Osmo Coding begins with an assortment of modular magnetic blocks. You snap together numbered blocks along with commands such as “run,” “jump,” and “grab,” as you guide a tiny monster named Awbie on his eternal quest for more strawberries. https://www.playosmo.com/en/coding/)
Bots and Coding
Finally. the learners will move into coding the bots: Sphero, Dash and Bot, and Ozobot.
Learners will code their Spheros and Ollies using the Tynker app.
MESH are wireless electronic tags shaped like blocks and each of them has different function. When you connect them together by using MESH app, your ‘what if’ ideas come to life. There is no need for knowledge of electronics or programming. Creating an IoT (internet of things) system will be very simple with MESH. http://meshprj.com/en/
Children ages 5 and up learn the foundations of problem solving and computer programming as they have fun with Dash & Dot. Dash Dash is an explorer who zips around the room, getting into mischief along the way. Using sensors, Dash can detect objects in front and behind, hear where you are, and see where Dot is. This robot has quite the personality and becomes more capable as you program and play. Introducing Dot Dot is a puppet master who instigates the adventures that Dash goes on. When you toss, shake, or pick Dot up, Dot sends a signal telling Dash what to do. Dot can also tell stories using lights, sounds, and eye expressions.
Lesson plans for Dot and Dash can be found at https://teachers.makewonder.com/lessons.
OZOBOT is an award winning smart robot, designed to teach kids & techies alike about robotics, programming & coding.
Ozoblocky is the programming language. The editor can be found at http://ozoblockly.com/editor
OZOBOT lesson plans can be found at http://ozobot.com/play and http://portal.ozobot.com/lessons.
CodeBug is a cute, programmable and wearable device designed to introduce simple programming and electronic concepts to anyone, at any age. CodeBug can display graphics and text, has touch sensitive inputs and you can power it with a watch battery. It is easy to program CodeBug using the online interface, which features colourful drag and drop blocks, an in-browser emulator and engaging community features. Create your own games, clothes, robots or any other wacky inventions you have in mind! (http://www.codebug.org.uk/whatiscodebug/)
Codebug lesson plans can be found at http://www.codebug.org.uk/learn/activity/ and http://www.codebug.org.uk/explore/codebug/
Extras – Build a Bot
Kamigamirobot
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The O Watch
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