Code Monkey Island: Go Bananas for Programming!

Code Monkey Island: Go Bananas for Programming!

About Code Monkey Island

Code Monkey Island is a fun and interactive board game that introduces students (Year 3+) to real life programming concepts. This game engages children in computational thinking and teaches them about concepts such as;

  • conditional statements
  • basic loops
  • boolean logic
  • strategic thinking, 

By the end of the game, players will have obtained a sound understanding of these programming concepts intended, in a fun and exciting way.  It’s literally child’s play! 

This game would make a great addition to year 3-6 classrooms when introducing the above programming concepts to students. It could also be followed by assessments to reinforce the learning and to check for understanding of key concepts.

Playing the game

Code Monkey Island is easy to play and can be played with 2-4 players. Players use cards with statements such as, “For each monkey NOT on a rock, move 3 spaces,” or “if one of your monkeys in in the banana grove, move 10 spaces”, to get all of their monkeys successfully around the island and into the banana grove to win.Players need to think strategically and solve plenty of computational problems along the way.

Here is a short clip on how to play Code Monkey Island:

Subject: Technologies
Strand
: Digital Technologies
Substrand: Processes and production skills

Content descriptors

3-4: Use simple visual programming environments that include a sequence of steps (algorithm) involving decisions made by the user (branching) (ACTDIP011)

5-6: Design, modify, follow and represent both diagrammatically, and in written text, simple algorithms (sequence of steps) involving branching (decisions) and iteration(repetition) (ACTDIP019)

  • Numeracy
  • Information and Communication Technology (ICT) Capability
  • Critical and Creative Thinking

Links to other learning areas

  • English
  • Mathematics

Code Monkey Island Link

http://codemonkeyplanet.com/ 

Cato’s Hike: A Programming Adventure

Cato’s Hike: A Programming Adventure

Cato’s Hike unlocks the hidden programmer in students of all ages by allowing them to use a range of programming commands to take their character on an adventure.  These commands range from beginner level commands such as; walk, jump or turn, to more advanced commands such as; loops, go-to , if/then, branches, and chaining. 

About Cato’s Hike

Cost: $7.99 or explore Cato’s Hike Lite FREE

Cato’s Hike is a visually appealing application centred around a little character (Cato) who cannot take steps and actions on his own. The purpose of this app is for students (or any users) to use basic programming skills to direct Cato on his hike and to help him overcome obstacles. It teaches children the fundamentals of programming and how to think about solving complex problems in such a simple way. The game begins with 12 clear step by step tutorials to teach the users programming techniques such as walking, jumping and turning, progressing on to the more complex techniques such as loops, branches and chaining. Children can then complete up to 60 current levels, ranging from beginners to more advanced levels. Each of these levels teaches new concepts about programming in such a way that children will not even know they are learning.

Some other features:

  • Colourful and clear designed ‘cards’ to use for programming
  • Visual manual for parents/teachers
  • Map editor to create your own maps and puzzles
  • Email puzzle solutions to share with others
  • Sound effects and music

Here is a short clip of the character following a programmed sequence:

Subject: Technologies
Strand
: Digital Technologies
Substrand: Processes and production skills

Content descriptors

F-1: Follow, describe and represent a sequence of steps and decisions (algorithms) needed to solve simple problems (ACTDIP004)

3-4: Define simple problems, and describe and follow a sequenceof steps and decisions (algorithms) needed to solve them (ACTDIP010)

Implement simple digital solutions as visual programs with algorithms involving branching (decisions) and user input (ACTDIP011)

5-6: Design, modify and follow simple algorithms involving sequences of steps, branching, and iteration (repetition) (ACTDIP019)

Implement digital solutions as simple visual programs involving branching, iteration (repetition), and user input (ACTDIP020)

  • Numeracy
  • Information and Communication Technology (ICT) Capability
  • Critical and Creative Thinking

Links to other learning areas

  • English
  • Mathematics

Application Link

Cato’s Hike-
https://itunes.apple.com/au/app/catos-hike-programming-logic/id574335479?mt=8 

Cato’s Hike Lite FREE-
https://itunes.apple.com/au/app/catos-hike-lite-programming/id580699267?mt=8