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CHANGE THE WORLD ARCADE Class Date

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Presentation on theme: "CHANGE THE WORLD ARCADE Class Date"— Presentation transcript:

1 CHANGE THE WORLD ARCADE Class Date

2 NOTES: This presentation breaks the CHANGE THE WORLD unit into 6 days of instruction (50 minute periods). Customize the deck to reflect the needs of your individual learners and environment. Feel free to use the images below!

3 DAY 1 INTRO

4 DAY 1: TODAY WE WILL Introduce the activity Conduct research
Share and document

5 WHAT ISSUES FACE OUR COMMUNITY?

6 OUR CHALLENGE Design a game that will help address a community issue

7 OUR LEARNING TARGETS Research a real issue that is impacting our community Use information and data to inform your game design Apply the Invention Cycle to prototype your solution Document your process in the Invention Log Construct viable arguments and critiques Present research findings and games to our community

8 JOURNEY THROUGH THE INVENTION CYCLE
DAY 1 RESEARCH: Explore issues that face our community. DAY 2+3 CREATE: Build the circuit, create your code and decorate your game. DAY 3+4 PLAY: Test out your game with peers and receive feedback for modifications. what worked, what didn’t work? DAY 4+5 REMIX: Address feedback and make changes to your circuit, the code and/or the use case. DAY 6 SHARE: Present your game at a community-wide arcade

9 ONLINE RESEARCH (30 MINS)
Create groups Pick a topic Record your findings

10 SHARE (10 MINS) What did you discover?
Record your issue and ideas in the Invention Log p. 1-2

11 CLOSE Pass in your Invention Logs Cleanup: Save research notes
Close out computers

12 DAY 2 CREATE

13 DAY 2: TODAY WE WILL Review code concepts Brainstorm ideas
Start creating games

14 REVIEW: CODE CONCEPTS Where do we see code in the a physical world?
Inputs and outputs Loops Logic Variables If necessary, add in additional time to revisit the Code Tutorials for concepts that students are struggling with.

15 WHAT MAKES A GOOD GAME?

16 WHAT MAKES A GOOD GAME? Components Space Mechanics Goals Strategy
Surprises

17 GAME BRAINSTORM(6 MINS)
Name of the game Number of players Goals of each player Define how you win Define the rules Explain how it addresses your issue FIll out Invention Log, p. 4

18 PICK YOUR GAME! Choose your best idea Record in your Invention Logs:
“Which idea seems best?” p. 2 Define your goals and constraints p. 3

19 CREATE (25 MINS) Setup: Code Kit + computer
Experiment with your Bits and code (Invention Log, p. 5)

20 CLOSE Save your code and inventions Cleanup: Close out computers
Recharge batteries Return leftover Bits to the box (see diagram on back of Bit Index) Put all booklets on top of tray Bring inventions, kits and logs to me If your students have changed their code and want to save it, make sure to remind students of the process of saving their code

21 DAY 3 CREATE + PLAY

22 DAY 3: TODAY WE WILL Set up our inventions from day 2
Continue working our first prototype Playtest our games

23 SETUP Open the app Pick up your invention and kit
Make sure you have your Invention Log

24 CREATE (35 MINS) Continue working on your first prototype (circuit, code, design) Document your prototype (p. 6-7)

25 PLAY (15 MINS) Pair up; get a feedback chart Test the circuit
How does it work? Invention Log: Fill out p. 8 “How did your testing go?”; circle three

26 CLOSE Save your code and inventions Cleanup: Close out computers
Recharge batteries Return leftover Bits to the box (see diagram on back of Bit Index) Put all booklets on top of tray Bring inventions, kits and logs to me Have students pass in their Invention Logs so you can review them and add any suggestions before the next class. If breaking between Step 4 and 5, remind students to save their code

27 DAY 4 REMIX + PLAY

28 DAY 4: TODAY WE WILL Remix based on feedback Playtest our changes
Continue remixing

29 SETUP Open the app Pick up your invention and kit
Make sure you have your Invention Log

30 REMIX (25 MINS) What will you change to improve your game?
Use the Debugging Checklist if you get stuck Invention Log: fill out p when a change is made

31 PLAY (1O MINS) + REMIX (15 MINS)
1–2 rounds of playtesting Update invention after testing – work on final changes Invention Log: Record notes on p. 12

32 CLOSE Save your code and inventions Cleanup: Close out computers
Recharge batteries Return leftover Bits to the box (see diagram on back of Bit Index) Put all booklets on top of tray Bring inventions, kits and logs to me If breaking between Step 4 and 5, remind students of the saving and storing process that you would like them to follow

33 DAY 5 REMIX

34 DAY 5: TODAY WE WILL Finalize our games
Prepare for the Change the World Arcade

35 SETUP Open the app Pick up your invention and kit
Make sure you have your Invention Log If possible, set up students’ projects ahead of time so that they can get started as soon as they walk in. Place poster board, markers, glue and other craft materials in a central part of the room.

36 REMIX (15 MINS) Add your final touches
Document your prototype on p. 13 of the Invention Log

37 CREATE YOUR POSTER (35 MINS)
Name of the game Goals and rules of the game Define issue and 3 key learnings How game addresses issue Diagram of circuit Diagram of code

38 CLOSE Save your code and inventions Cleanup: Close out computers
Recharge batteries Return leftover Bits to the box (see diagram on back of Bit Index) Put all booklets on top of tray Bring inventions, kits, logs, and posters to me

39 DAY 6 SHARE

40 DAY 6: TODAY WE WILL Present our games!

41 SETUP Open the app; import your code Set up your poster and game
Make sure you have your Invention Log

42 SHARE: ARCADE WALK (50 MINS)
Introductions Demos by students

43 CELEBRATE! Printable/editable certificates can be used to celebrate your student’s achievements

44 CLOSE Pass in completed Invention Logs and feedback charts Cleanup:
Clear the code off your codeBit Close out computers Disassemble inventions; put all your Bits back in the box Put all booklets on top of tray Bring kits and posters to me


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