Day 1 · Imagine & Design
Divide the class into teams and small developer groups. Each group invents a mini-challenge using the provided activity materials. Discuss the problem each game asks players to solve.
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Divide the class into teams and small developer groups. Each group invents a mini-challenge using the provided activity materials. Discuss the problem each game asks players to solve.
Groups define fair, clear rules for their challenges and combine them into a shared rulebook. Practice explaining instructions so another group can understand them.
Students rotate through challenge stations, test strategies, communicate with teammates, and identify improvements.
Run a practice competition. Identify unclear rules, adjust the experience, and prepare for the final event.
Teams put their designs and skills to the test in a collaborative competition. Close with reflection on what worked and how teams solved problems.
Connect activities to engineering design, communication, project planning, teamwork, and creative problem-solving. Discuss how professionals test, revise, and improve their work.
Creative problem-solving, teamwork, communication, planning, iteration, and connections to career-related skills. Specific objectives vary by module.
Develop mini-challenges, write rules, test and refine activities, collaborate in teams, and participate in a final competition.
Prepare supplies and the room, present video mission briefings, guide teams, supervise activities, and facilitate short reflections.
Module-specific hands-on materials, an appropriate activity space, and a screen or projector for video briefings. Confirm exact requirements before adoption.
Students practice elements of engineering design, business planning, communication, leadership, and project management in age-appropriate activities.
Format: Five sessions, approximately 40–45 minutes each. Facilitation: Teacher or enrichment instructor. Materials: Module-specific hands-on supplies, prepared in advance. Technology: Display for video mission briefings where applicable.
Suggested evidence of learning: Student-generated rules, iteration notes, teamwork observations, and a short closing reflection. These are examples of possible classroom artifacts, not validated assessment measures.