Integrating the Digital Technologies Curriculum
Term 3 had a particularly consistent theme of games. We had our "The Game" school production with an emphasis on games of the past. The Year 4 students in Room 2 were then captivated by a technology project in which they made retro-style arcade games.
Our project did not dive straight into programming.
Oh no. Firstly, the students researched an animal of their choice and created information reports, including prey and predator relationships.
These reports became the inspiration for their games. In doing so, the students learned research skills, note-taking, planning and sequencing of project-based steps. They acquired specific math knowledge required for the task of using the block-code styled instructions within Scratch. Only at the end, when they were ready did they construct their games.
Once the students had completed their games, they shared them by setting the room up as an arcade. They invited the junior school to play and later, their parents for a shared celebration of learning at the end of the term. Room 2 were ridiculously proud of their creations and expressed how much they enjoyed the project and all the learning along the way.