FLYING HOUSE GAMES™
Curriculum preview

See how the learning happens.

Explore the professionally designed, six-page curriculum preview featuring Geo’s daily student videos, the five-day classroom sequence, teacher preparation, materials, and real-world career connections.

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Illustrative curriculum overview. This is a program-format sample, not a complete licensed module, teacher guide, or promise of specific learning outcomes. Detailed materials and adaptations depend on the selected module.

Beat ’Em at Their Own Game! Five-day sequence

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.

Day 2 · Write the Rules

Groups define fair, clear rules for their challenges and combine them into a shared rulebook. Practice explaining instructions so another group can understand them.

Day 3 · Train & Practice

Students rotate through challenge stations, test strategies, communicate with teammates, and identify improvements.

Day 4 · Test & Refine

Run a practice competition. Identify unclear rules, adjust the experience, and prepare for the final event.

Day 5 · The Main 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.

Career connections

Connect activities to engineering design, communication, project planning, teamwork, and creative problem-solving. Discuss how professionals test, revise, and improve their work.

Five questions school leaders ask

1. What will students learn?

Creative problem-solving, teamwork, communication, planning, iteration, and connections to career-related skills. Specific objectives vary by module.

2. What will students do?

Develop mini-challenges, write rules, test and refine activities, collaborate in teams, and participate in a final competition.

3. What will teachers do?

Prepare supplies and the room, present video mission briefings, guide teams, supervise activities, and facilitate short reflections.

4. What materials and technology are needed?

Module-specific hands-on materials, an appropriate activity space, and a screen or projector for video briefings. Confirm exact requirements before adoption.

5. How does it connect to careers?

Students practice elements of engineering design, business planning, communication, leadership, and project management in age-appropriate activities.

At-a-glance planning notes

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.

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