Coding games - Erasmus+KA229 project

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Erasmus+KA229 project

Coding games


Erasmus+

Code4Europe KA229 project

Participant schools

1st Primary School of Palaiokastro, Oraiokastro, Thessaloniki, Greece

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Mustafa Necati Ilkokulu, Konya, Turkiye

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Agrupamento de Escolas João da Silva Correia, S. João da Madeira, Portugal

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Osnovna škola Ivana Cankara, Zagreb, Croatia

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Skola Podstawowa Zakonu Pijarów im. O. Onufrego Kopczynskiego w. Warszawie, Poland

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Istituto Comprensivo Corinaldo, Corinaldo, Italy

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Code4Europe KA229 project

Title of game: Jungle Materials needed: Two grids for each player, a pencil, a rubber Aims: To help students enhance their spatial intelligence and logical thinking in a playful, fun way, through coding. Instructions: Place your animals in the grid labeled “my territory”, in a straight line, either horizontally or vertically, according to each animal’s length. You are not to move the animals during the game. Once you place the animals in the grid, the game begins. Try to find where the opponent has placed his animals by calling out a coordinate, e.g. A-5, and if it’s a hit, mark X in the corresponding square in the grid labeled “the opponent’s territory”, or a dot if it’s a miss. If your opponent calls out a coordinate and finds part of one of your animals, say “success” and cross out the corresponding square in the grid labeled “my territory”, but do not reveal which animal it was. If the opponent calls out all the coordinates of one of your animals, say “you’ve found my _____!” (name the animal your opponent has found) The player who finds all of his opponent’s animals wins.

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Jungle My territory

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The opponent’s territory

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ELEPHANT 5 SQUARES

CROCODILE 4 SQUARES

LION 3 SQUARES

SPIDER 2 SQUARES

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Title of the activity: Paths to school subjects Students age: 10-12 years old Materials: A tableau with 5X5 blocks to move, 8 card grids with arrows to follow, 8 blue Geography question cards, 8 green Math question cards, 8 yellow word order question cards, 8 orange Present Continuous function cards, a dice, a bell Aims • The students revise Grammar, Geography features • practise Math functions • get familiar with the basic values of programming, algorithms,sequence of orders • cooperate and get accustomed to discipline while playing. Procedure The game is played with two players or two groups. Students have a tableau with 5X5 blocks. They throw the dice to find their turn to start the game. Student A takes a card with arrows and gives orders to student B, to follow on the tableau. Student B can put arrows or can programme the Beebot to move on the tableau according to orders. Each time student B steps on a question mark student A rings the bell and student B takes one card of the similar colour with the question mark he stepped on. He answers two questions and goes on; if he doesn’t answer correctly another player takes his place. The goal is to reach the end of the arrows. The winner is he who answers the most questions correctly and reaches the end.

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You need 8 cards of this kind to programme the route on the tableau.

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ACTIVITY NAME: The little cloud MATERIALS AND THEIR FEATURES: Dashboard with 100 numbered squares. Seven (7) painted squares depict applications from the use of renewable energy sources that lead to the squares with the blue cloud and another 7 depict applications from the use of non-renewable energy sources that lead to the black cloud. Each image refers to its cloud through the path of the corresponding energy source. To conduct the game, 4 pawns and a dice are required, made by the students. ACTIVITY TIME: 30 min. AGE GROUP OF ACTIVITY: 10-14 years old THE GOAL OF THE ACTIVITY: To distinguish applications and solutions that contribute to the reduction of air pollution from those that burden the environment with gas emissions. They connect applications to the choice of energy source and its direct effects on the environment. APPLICATION OF THE ACTIVITY: The game is played by 2-4 players. Each player proceeds as many squares as the dice shows. The square with the example of pure energy promotes the player, on the contrary the roll towards the black cloud delays him. The winner is the one who reaches the goal first.

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BENEFITS OF THE ACTIVITY ON THE STUDENT: By examining the module "Energy", they learn about renewable and non-renewable energy sources. With this game they recognize the source of energy whether it is clean or dirty depending on its effect on the environment. They develop critical thinking by correlating human activities with their effect on the environment. Playing pleasantly with their classmates they understand and consolidate the meaning and value of clean energy. The game succeeds in raising students' awareness on environmental issues and specifically on the issue of reducing greenhouse gas emissions that we humans send into the atmosphere. The sense of responsibility develops.

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Mustafa Necati Ilkokulu, Konya, Turkiye

GEOKOD Name of activity: GEOKOD (Tell Correctly - Tell Make - Tell Alternative names for the game name) Materials to be used in the activity: 12 wooden geometric shapes and pattern cards in different sizes Activity duration: 5 minutes for each card Age of students: 9+ Goal of the Activity: Within 5 minutes, the person who received the instruction creates the same model on the pattern card with wooden shapes by following the instruction given by her/his teammate. Benefits of the Activity for Students: 1. Develops the ability to take the given instructions correctly. 2. Develops the ability to say and apply the instructions completely. 3. Develops listening and telling skills. 4. Provides correct use of directional concepts.

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5. It enables to internalize the concepts of edges and corners in geometric shapes. 6. It enables them to develop focusing and attention skills depending on time. 7. Increases the ability to use spatial relations correctly. 8. Provides the opportunity to correct his mistakes by cooperating with his teammate.

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Mustafa Necati Ilkokulu, Konya, Turkiye

ACTIVITY NAME: Picture of Numbers MATERIALS AND THEIR FEATURES: 16 colored game cubes each consisting of 6 specially designed teams, game cards on which codes and questions are written, and a game board ACTIVITY TIME : 40 minutes AGE GROUP OF ACTIVITY: 7 – 10 years old THE GOAL OF THE ACTIVITY: Learning the subjects in the mathematics lesson with fun, finding and correcting the mistakes made by themselves, increasing the self-confidence of the students. APPLICATION OF THE ACTIVITY: This game can be played in groups of 2-4-6-8 people. Game cubes prepared in 6 groups (Addition, Subtraction, Multiplication, Division, Reading of Numbers and Unit Cubes) are distributed according to the age groups of the students and the topic covered. The cubes on which various numbers are written stand mixed up on the table. Students get an equal amount of cards with a question on one side and a code on the other side (such as A4, C2…). They solve the question on the cards and find the result of the operation from the cubes in front of them. They put the answer cube on the coded square on the game board. After all students have answered the questions, the cubes

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are turned over on the empty game board. If the picture (in the form of a puzzle) behind the answers is correct, it is seen that all the answers are correct. If there is a wrong picture card, it is determined which problem is wrong and corrected. If the students cannot find the result of the operation on the cubes, they know that their answer is wrong and check it again. BENEFITS OF THE ACTIVITY ON THE STUDENT: He/she learns the math lesson with fun. He enjoys doing group work. He develops the ability to find his own mistake and correct it instantly. Improves the attention of the students. Self-confidence increases.

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Code4Europe KA229 project

Mustafa Necati Ilkokulu, Konya, Turkiye

Activity Name: Surprise track. Materials and their features: Game mat, Colored pawns, Prize envelopes, Direction cards, Pictures, Bell Activity Time : Until the track is completed. Age group of the activity: 9 years and above The goal of the activity: The one who completes the track first and combines the picture in their envelope wins the game. Application of the activity: The one who finds the answer to the multiplication question presses the bell. If the answer is correct, it wins the right to move. It moves on the carpet according to the given instructions. He looks at the directions under the rug at each stop. The player who comes to the wrong stop returns to the previous stop. The one who correctly combines the picture in the winning envelopes wins the game. Benefits of the activity: * Multiplication skills of the student develop. * It gains the ability to find direction. * Students gain the ability to think quickly and make decisions.

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* Students gain the ability to move and direct. * Students gain the ability to apply the directive. * It develops collaborative working skills. *It provides analytical thinking skills. * It provides systematic thinking. *It allows you to think about the next step. * It provides probability calculation logic. * It provides planned movement ability. * It strengthens foresight. *It develops multidimensional thinking skills. * It teaches not to be discouraged by failure and to try again.

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Agrupamento de Escolas João da Silva Correia, S. João da Madeira, Portugal

ACTIVITY NAME: Code Chess ♞ MATERIALS AND THEIR FEATURES: The game has 4 players. Each player gets a 14x10 chessboard (14 cells of width and 10 cells of height) and a Horse ♞ as a chess piece to play. The winner is the player that reaches the center first (marked with a yellow gold trophy ). The game uses game cards with mathematics(1) questions to be asked every round.

ACTIVITY TIME: 20 min (approx.) AGE GROUP OF ACTIVITY: 9-11 years old THE GOAL OF THE ACTIVITY: Learning the subjects of a mathematics(1) lesson by playing a funny game, while increasing the engagement and interaction of the involved students. APPLICATION OF THE ACTIVITY: 4 players are needed to play this game plus another student who asks the questions. Each one occupies a table corner.

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Each player gets a chessboard (14x10 cells) and a Horse ♞ chess piece. The Horse ♞ can move in one of two possible ways:

2 x horizontal 2← →

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1 x vertical

2 x vertical

1 ↑↓

2 ↑↓

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1 x horizontal +

1← →

The game has multiple rounds. Each round, the organizer (student) asks a question related to mathematics. The first student to guess the correct answer wins the round and is allowed to move his Horse ♞ towards the center/finish line. If the student doesn’t answer the question correctly, he/she doesn’t play the next round. BENEFITS OF THE ACTIVITY ON THE STUDENT: The students learn the maths(1) lesson in a funny and interactive way. This game improves the attention of the student and his selfconfidence to succeed. (1) Mathematics or any other school subject.

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Agrupamento de Escolas João da Silva Correia, S. João da Madeira, Portugal

ACTIVITY NAME: Traces MATERIALS AND THEIR FEATURES: - A 7x7 square board; - One white piece and approximately 40 red pieces

On this board, the square marked 1 is the final square of the first player while the square marked 2 is the final square of the second player. ACTIVITY TIME: 15 min AGE GROUP OF ACTIVITY: 9 -12 years old THE GOAL OF THE ACTIVITY: Playing a funny game, while increasing the engagement and interaction of the involved students. APPLICATION OF THE ACTIVITY: The game is played by 2 players. The game starts with the white piece on the e5 square.

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Each player alternately moves the white piece to an adjacent empty square (vertical, horizontal or diagonal). The square where the white piece was previously located receives a red piece. The squares that receive red pieces cannot be further replaced. A player wins if the white piece moves to its final square or if it is able to block the opponent, preventing him from playing. BENEFITS OF THE ACTIVITY ON THE STUDENT: Fun and interactive game aiming to improve the attention of the student and his self-confidence to succeed.

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Agrupamento de Escolas João da Silva Correia, S. João da Madeira, Portugal

ACTIVITY NAME: Traffic Light MATERIALS AND THEIR FEATURES: A board, eight green pebbles, eight yellow pebbles and eight red pebbles shared by the players.

ACTIVITY TIME: 10 min AGE GROUP OF ACTIVITY: 10-12 years old THE GOAL OF THE ACTIVITY: Playing a funny game, while increasing the engagement and interaction of the involved students APPLICATION OF THE ACTIVITY: On each turn, each player performs one of the following actions: ● Place a green pebble on an empty square; ● Replace a green piece with a yellow pebble; ● Replace a yellow pebble with a red pebble.

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Red pebbles cannot be replaced. This means that the game must always end: as the board gets more red pebbles, it is inevitable that a line of 3 pebbles will appear. BENEFITS OF THE ACTIVITY ON THE STUDENT: Funny and interactive game to improve the attention of the student and his self-confidence to succeed.

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Code4Europe KA229 project

Osnovna škola Ivana Cankara, Zagreb, Croatia

Game 1 - Secret Message INSTRUCTIONS: Use the sign interpreter to replace the symbols with the letters of the alphabet and reveal the secret message.

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Osnovna škola Ivana Cankara, Zagreb, Croatia

Game 2 - Secret Message Memory INSTRUCTIONS: Find pairs by playing Memory. On the cards of each pair, find the symbol and the code of the field on which you need to write the letter. In the character interpreter, find which letter is hidden under the given symbol and enter it in the given field. When all the pairs are found and all the letters are written in the fields, read the secret message.

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Skola Podstawowa Zakonu Pijarów im. O. Onufrego Kopczynskiego w. Warszawie, Poland

I’m a robot and I need your help. I work in a toy factory. Together with my friends we are packing and shipping toys to stores. Thanks to us store shelves ale full of dolls, teddy bears and cars. They bring lots of joy to kids. This work can be done only by one robot at time. Each of us loves the moment when our toys leave the factory to reach the children soon. Today we decided, that the shipment will be done by the robot which will catch up with second one first. In addiction, we agreed that we can set obstacles. Please, program my moves so that I can catch up with the other robot. HELP ME WIN! GAME COMPONENTS: 24 cards “move forward” 8 cards “turn left” 8 cards “turn right”

game board pawns - robots obstacles

Number of players: 2 Age: 4-99 years Duration: around 5-10 minutes / one round Object of the game: catch up the robot

PREPARING THE GAME STEP 1 Cut out all the pieces of the game. STEP 2 Shuffle the cards and give each player 5. Don’t show your cards!

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STEP 3 From the remaining cards, make a pile from which you will draw cards during the game. Place the pile next to the game board. STEP 4 Each player chooses one robot and places it anywhere on the game board. STEP 5 Each player places obstacles anywhere on the game board. Once you place them, you can’t change their location. Your task: Program your robot with the cards so that it will catch up with the other robot. THE COURSE OF THE GAME 1. Players take turns to choose from among 5 cards they have in their hand. This way they program moves of their robots. 2. Each inserted card causes the robot to move according to the drawing placed on the card.

“turn left” — causes the robot to rotate left (no movement in that

“move forward” — moves the robot one space forward

“turn right” — causes the robot to rotate right (no movement in that

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POSSIBLE ACTIONS TO BE PERFORMED BY THE PLAYER ON HIS MOVE — Programing the robot with cards (the player may use from 1 to 5 his owned cards). — Swapping cards. In hit turn a player may exchange any 3 cards in his hand for 3 cards from the pile. — Failure to make any move.

• After both players have made a move, each of them draws the appropriate number of cards to have them 5. • Then another “Robot Movement Turn” takes place. • If during the there are no cards from the pile, shuffle and use the previously used cards. • The game continues with the repetition of the entire sequence until one of the robots in his movement enters the field occupied by other robot. • The player who catches up with the robot of the other player wins!

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Skola Podstawowa Zakonu Pijarów im. O. Onufrego Kopczynskiego w. Warszawie, Poland FOUR SIDES ODF THE WORLD Game description: The game is to help children move around the board using clues to compose a password. Materials needed to complete the exercise: a set of 60 tiles in the dimensions of 30x30, a sheet with a green one a flag, a card with a Wind Rose drawn, cards with instructions. Actions: We suggest that the game be played on the school playground or in the corridor. During the game, we divide the children for three teams of six. To prepare the game, place the tiles next to each other on the ground in the form of a rectangle with 5x4 sides. We put a green flag on the first tile, which will mark the start. There is a teacher under the six tiles puts the letters from which the students will compose the password. Each student is given a different set of clues with which to navigate. Students take turns they go to the board and move according to the directions read by the teacher Set 1 Move 4 spaces east, 2 south, 3 west, 1 north - the letter W Set of 2 Move 2 tiles south, 4 east, 1 south, 2 west - letter I Set of 3 Move 2 east, 3 south, 2 east, 2 north - letter N Set of 4 Move 4 tiles east, 3 south, 4 west, 1 north - the letter D

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After all the letters have been collected, the children must compose a password: WIND

VARIANT II After students understand the rules of the game, they draw a similar tile in a notebook and prepare a similar puzzle for a friend from the bench. For the work to run more efficiently, the teacher can prepare a set of six-letter words from which students choose the ones they will "hide" in the maze for their own opponent / opponent.

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Skola Podstawowa Zakonu Pijarów im. O. Onufrego Kopczynskiego w. Warszawie, Poland

Three in a line - spring flowers What do we need? To play, we need boards with pictures of spring flowers (5 colored boards), pieces of several colors (one color for each team) and dice with the names of spring flowers (those shown in the pictures) on the sides. When we don't have the Coding Masters mat, we put the pictures side by side.

Rules Two to four teams can participate in the game. Each team receives several pawns of the same color, each team in a different color. The representative of the first team rolls the dice, reads the name and

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places his pawn on the picture corresponding to the name of the flower. The next teams do the same. When there is no free picture with the flower on the dice on the board, the team loses its turn. The team that manages to put three pawns in one line wins. The line can be vertical, horizontal or diagonal. Winning depends not only on the luck in throws, but also on the adopted strategy (when there are several tiles with the same flower, you need to think carefully about which one to put the pawn on).

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Flower names: • • • • • •

Snowdrop Pasque-flower Crocus Anemone Forsythia Primrose

Pictures to print:

Primrose

Anemone

Crocus

Forsythia

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Pasque-flower

Snowdrop

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Istituto Comprensivo Corinaldo, Corinaldo, Italy

Coding and Storytelling Description: read some stories and then retell the journey of the characters using the card with the direction: MOVE FORWARD.

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Description: then in small groups the children could review their work on paper and worksheets.

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Description: now we can introduce «THE STORY OF ANGRY BIRD and PIGGIE» adding other cards and instructions: TURN LEFT and TURN RIGHT.

TURN RIGHT

GO FORWARD

TURN LEFT

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Description: you can later do this kind of trips and routes online going on the website https://code.org

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Description: at the end of the different activities the students could be awarded with certificates of merit.

BENEFITS: • Increase motivation and resilience • Develop teamwork and collaboration • Improve critical thinking and logic

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Istituto Comprensivo Corinaldo, Corinaldo, Italy ACTIVITY NAME: Topo Roberto – Roberto the mouse MATERIALS: a worksheet ACTIVITY TYPOLOGY: individual game AGE: 6-7 years old (1st class of a primary school) THE GOAL OF THE ACTIVITY: this kind of activity helps children to become familiar with the programming language. The central idea is to find a character (Roberto the mouse, in this case, the protagonist of a very famous children book in Italy) that has to face up to different adventures. With this strategy the teacher can prepare different worksheets every time she/he needs to work with coding activities.

Roberto the Mouse attended the Rat School but he didn’t learn how to recognize cats’ footprints! Help the poor Roberto to recognize these footprints. You will have to mark the road to his burrow, being careful not to finish under the cats paws or crushing into a tree! Write the numbers in the squares of the boxes where Roberto has to walk!

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