[ai] explore! in Scratch
[ai] explore in Scratch is a 7-week cycle of scenarios with detailed tasks designed to teach programming in Scratch by creating the digital version of the game [ai] explore! played on the 5×5 Geoboard (or on paper). The game used in the prepared activity can be found in the Appendix 1: [ai] explore game (we used the first game), and the preparation for the 5×5 Geoboard can be found here. Additionally, the preparations for playing the [ai] explore game! on the 8×8 Geoboard and 11×11 Geoboard are available here and here.
The expected prior knowledge of students to implement this activity is the achieved outcome:
- creates a program using a visual programming interface that uses sequential programming, iterations, branching, and evaluates their solution with the help of a teacher.
The cycle includes an initial test to check the adoption of the stated outcome and a detailed description of tasks over 7 weeks (14 teaching hours) that achieve the outcomes:
- creates a program using a visual programming interface that uses sequential programming, iterations, branching, and input values;
- solves more complex logical problems, with or without a computer.
The activities are divided into the following units over 7 weeks: Stage and costumes in Scratch (90 min), Motion and Extensions (Pen) in Scratch (90 min), Variable and counting points in Scratch (180 min), Events and Blocks in Scratch (90 min), Looks and Sound in Scratch (90 min), Micro:bit and Extension (Micro:bit) in Scratch (90 min).
We provide all the tasks developed for this 7-week cycle of teaching scenarios, as well as the solutions.
[ai] explore! in Logo 1 (cycle of scenarios for early programming)
[ai] explore! in Logo 1 is a 7-week cycle of scenarios with detailed tasks designed to teach programming in FMSLogo by creating the digital version of the game [ai] explore! played on the 5×5 Geoboard (or on paper). The game used in the prepared activity can be found in Appendix 1: [ai] explore! game (we used the first game), and the preparation for the 5×5 Geoboard can be found here. Additionally, the preparations for playing the [ai] explore! game on the 8×8 Geoboard and 11×11 Geoboard are available here and here.
The expected prior knowledge in the field of programming and computational thinking was:
- creates a program using a visual programming interface that uses sequential programming, iterations, branching, and input values;
- solves more complex logical problems, with or without a computer.
Learning outcomes:
- creates an algorithm to solve a simple problem, checks the correctness of the algorithm, detects and corrects errors,
- uses a programming tool to create a program that uses input and output values and repetition.
The activities are divided into the following units over 7 weeks: Introduction to Logo (moving the Turtle, pen color) (90 min), Polygons in Logo, repeat (90 min), Playing the [ai] explore! game, drawing the Geoboard in Logo (90 min), Repetition commands and procedures (180 min), Variables (180 min), Project task for students (90 min).
We provide all the tasks developed for this 7-week cycle of teaching scenarios, as well as the solutions.
[ai] explore! in Logo 2 (cycle of scenarios for advanced programming)
[ai] explore! in Logo 2 is a 7-week cycle of scenarios with detailed tasks designed to teach programming in FMSLogo by creating the digital version of the game [ai] explore! played on the 5×5 Geoboard (or on paper). The game used in the prepared activity can be found in Appendix 1: [ai] explore game (we used the first game), and the preparation for the 5×5 Geoboard can be found here. Additionally, the preparations for playing the [ai] explore game! on the 8×8 Geoboard and 11×11 Geoboard are available here and here.
The expected prior knowledge in the field of programming and computational thinking was:
- creates an algorithm to solve a simple problem, checks the correctness of the algorithm, detects and corrects errors,
- uses a programming tool to create a program that uses input and output values and repetition.
Suggested tasks for testing prior knowledge (at the end of the document)
Learning outcomes:
- creates, monitors, and refactors programs that contain branching and conditional repetition structures and predicts the behaviour of simple algorithms that can be represented by diagrams, spoken words, or programming language,
- considers and solves a more complex problem by breaking it down into a series of subproblems.
The activities are divided into the following units over 7 weeks: For loop in FMSLogo (90 min).
[ai] explore game in FMSLogo: label pixel (90 min), Using buttons, decomposition of problem into smaller pieces (90 min), If statement (180 min), If-else statement, testing the program (90 min), Project task for students (90 min).
We provide all the tasks developed for this 7-week cycle of teaching scenarios, as well as the solutions.
Vectors through the game assemble and play Sudoku
This cycle of scenarios for learning vectors with the game Assemble and Play Sudoku provides classroom and homework assignments for 7 weeks of teaching during the course of the Vectors teaching unit. Throughout this cycle, students repeat drawing points with rational coordinates in a coordinate system, introduce the concepts of directed length and vectors, addition and subtraction of vectors, and the concept of translation for a vector.

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