Robozzle

robozzle


Subject: Digital Technologies

Year Level: Year 1-6

Strand: Digital Technologies processes and production skills

Sub strand: Using digital systems

2.4 Identify, explore and use digital systems ( hardware and software components) for personal and classroom needs.

Link to the resource

http://www.robozzle.com/

https://itunes.apple.com/us/app/robozzle/id350729261?mt=8

Cross curriculum priorities and general capabilities

Critical and creative thinking (CCT),Personal and social capability (PSC),Information and Communication Technology (ICT),Literacy (LIT)

Links to other learning areas

English, Mathematics

A classroom activity using this resource

This game can be a fun way to introduce students to programming and coding as well as a great way for students to practice their programming abilities.
This game has many levels that can meet many abilities from just starting to learn coding to students who have a broad knowledge of coding.

 

How to use this resource

Robozzle tasks you with guiding a robot through a series of mazes using limited commands. The levels range from those suitable for younger children right up to puzzles that will make seasoned coders scratch their heads.

Your task is to program a robot to pick up all the stars on each level.

You only have three commandments: Go straight, turn left and turn right.

You will program the robot by putting you commands in the program slot.

As you play you can start to use different programming including loops, combining commands and using colours to help code.

Innovation Game: PotBiz = Powerhouse Museum

Innovation Game: PotBiz = Powerhouse Museum
Game credits
Game concept, script, and scoring: Rob Renew
Design and animation: Richard Byers and Camela Cheng
Programming: Andrew Lawrence and Mike Sheetal
Producer: Seb Chan

Subject: Digital Technologies

Year Level: 7-8

Strand: Design and Technologies Knowledge and Understanding

Sub strand: Design and Technologies processes and production skills

Content descriptor:
Critique needs or opportunities for designing and investigate, analyse and select from a range of materials, components, tools, equipment and processes to develop design ideas.

Link to the resource:
http://www.powerhousemuseum.com/innovationgame/game.html

Cross curriculum priorities: Sustainability

General capabilities:
Literacy
Critical and creative thinking

Links to other learning areas:
Mathematics- budgeting and material costs etc.
Science- soil quality and sunlight etc.

A classroom activity using this resource:
This game can be used to as an introduction to a hands on rich task. The game will elicit critical and creative thinking developing prior knowledge. Schools often have Design and Technology days where each class is to design and create a product to sell. The rich task would be to design and produce pot plants, choosing all appropriate materials, components, tools and equipment as a class. The students would have to calculate a selling price.

How to use this resource:
Potbiz can be accessed on a PC computer or Ipad. Enter the link into the URL and press play. The game can be played as a once off or continued. Students can also experiment with different designs to analyse and create the best design.