Basics of Game Design / Next Level Tech
Lesson 6

In this lesson, youth define the “Who, What and How” of the project they want to work on. They will choose between one of 3 possible projects (1A, 1B or 1C) based on the needs and wants of their customer, the ocean researcher. The MakeCode Project rubric and self-guided interactive of the lesson are provided. 

To prepare for the lesson:

  1. Print the description of each project for each group from the MakeCode Project Presentation.
  2. Print out the MakeCode Project Rubric for your reference.
  3. Set up the self-guided interactive MakeCode Project Overview on your class computer. Review it before the lesson. You can also reference the Facilitator Guide: MakeCode Project. Make sure you have sound and internet access set up for the computer. It’s recommended to have the site projected on a large screen so youth can follow along together.
  4. Decide whether you’ll have youth choose one of the 3 projects or you’ll assign a project for them in advance. To make things easier to manage, you may want to choose only ONE project for all groups to do, that is, each group does Project 1A.
  5. A laptop or tablet per small group.
  6. Pencils for everyone.

During the lesson:

  1. Follow the instructions on the MakeCode Project Overview Interactive. As you click through the steps on the interactive lesson, you’ll notice that there is an audio recording of the written descriptions for each section of the lesson. Play the audio so youth have a choice between listening to the words or reading the words on the screen.
  2. Have youth answer the quizzes that come up throughout the lesson together.
  3. If you decide to pre-select a project for the youth to complete in their groups, click to the project overview on the interactive. If you decide to let them choose, in their small groups, click through all the project descriptions and give them time to decide on which one.
  4. End the lesson with the youth clear on which project they’ll be doing. Go over the Project Rubric together so they understand how the project will be scored. To fully engage youth, it may be worth having them score each other on their final projects.

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