Cargo-Bot
[asa_item id="519690804"] Cargo-Bot is a problem-solving game that teaches basic programming skills, such as how to use loops and conditional commands when writing code. In the game, users write basic code to direct a crane to stack crates in a particular sequence. When the code is executed properly, the user earns stars when the crane moves across the screen and picks up and drops off colored crates in the correct pattern. To assist users, Cargo-Bot includes tutorials that teach coding principles. As users’ skills grow, they can master the levels of “easy” all the way up to “impossible.” Instructional Ideas Teachers…
A. Instruction - 6.2
B. Design - 8
C. Engagement - 7.4
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7.2
Summary : Enrich and challenge students’ basic programming skills!
[asa_item id=”519690804″]
Cargo-Bot is a problem-solving game that teaches basic programming skills, such as how to use loops and conditional commands when writing code. In the game, users write basic code to direct a crane to stack crates in a particular sequence. When the code is executed properly, the user earns stars when the crane moves across the screen and picks up and drops off colored crates in the correct pattern. To assist users, Cargo-Bot includes tutorials that teach coding principles. As users’ skills grow, they can master the levels of “easy” all the way up to “impossible.”
Instructional Ideas
- Teachers can instruct students to use Cargo-Bot during enrichment time or as a supplement to basic programming lessons.
- As an engagement strategy, teachers can challenge more advanced students that use the Kodable app with ease to beat as many levels as they can on Cargo-Bot. Teachers can then create a class chart to monitor student progress and host a class competition, if desired.
- After students become comfortable with Cargo-Bot, the teacher can draw a sequence of stacked boxes and a crane on the board. Next, the teacher can explain to students what their objective is for using the crane to restack the boxes (this idea is modeled after Cargo-Bot). Students can then write out the code they would use to achieve the task, either on paper or by using an app (e.g., Notability, Inkflow). The teacher can then call on students to share their answers, or place students in small groups so they can discuss their answer with peers before sharing it with the class.
A1. Rigor
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A2. 21st Century Skills
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A3. Conn. to Future Learning
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A4. Value of Errors
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A5. Feedback to Teacher
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A6. Level of Material
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A7. Cooperative Learning
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A8. Accom. of Individual Diff.
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B1. Ability to Save Progress
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B2. Platform Integration
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B3. Screen Design
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B4. Ease of Use
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B5. Navigation
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B6. Goal Orientation
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B7. Information Presentation
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B8. Media Integration
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B9. Cultural Sensitivity
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C1. Learner Control
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C2. Interactivity
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C3. Pace
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C4. Flexibility
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C5. Interest
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C6. Aesthetics
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C7. Utility
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Screenshots