Kōkiri Learn

Week 1 of 5

Think like a computer and meet your players

  1. 1
  2. 2
  3. 3
  4. 4
  5. 5

Session 1 · DESIGN: Discover

Robots and players

  1. 10 minHook: the sandwich challenge. Your partner follows your written steps exactly. Laugh at what goes wrong.
  2. 20 minKidbots on a chalk grid: program a classmate to reach a target using only forward, left and right cards.
  3. 15 minVisit the junior class. Ask open questions: what games do you like? What makes a game too hard? Watch how they use a mouse or tablet.
  4. 5 minWrite three things you learned about your players.

Session 2 · DESIGN: Explore

First steps in Scratch

  1. 10 minTour Scratch: stage, sprites, blocks, the x and y coordinates.
  2. 25 minMake a sprite move with arrow keys using 'when key pressed' events. Add a sound.
  3. 10 minFind the sequence in your code: which block runs first, second, third?
  4. 5 minSave your file with a clear name and no personal details.

Getting started

Start from a Code Club Aotearoa or Raspberry Pi Scratch starter project.

Stretch

Make the sprite bounce off the edge and change costume as it moves.

Checkpoint

Notes on your players' needs and a sprite you can control with the keyboard.

Activities for this week

  • Kidbots on the court: Can you write instructions so exact that a 'robot' reaches the target without a single mistake?

Useful this week

  • Kidbots ↗ Program a classmate before you program a computer.
  • Binary numbers ↗ Card activities that show how computers count with zeros and ones.
  • Scratch ↗ The free block-coding tool you will build your game in.