Description
1. This event teaches game development, coding, and digital creativity using BBC micro:bits and Kitronik Arcade kits. Students will learn programming concepts such as loops, conditionals, events, and input/output, while designing and coding their own playable games.
Methods and resources include:
Hands-on game development: Students use the Kitronik Arcade handheld consoles to build, test, and play games they’ve created.
Block-based and Python programming: Using platforms like MakeCode Arcade, students will code game logic and interactions.
Creative design tasks: Students will develop characters, game mechanics, and user interfaces, blending coding with storytelling and art.
Collaborative challenges: Students work in pairs or small groups to co-design games, encouraging communication and problem-solving.
Teacher-led instruction: Mr. Sage and Mrs. Mills will guide students through tutorials, design prompts, and open-ended game projects.
2. To make coding fun and relevant by connecting it with gaming, a context that is familiar and exciting for students.
To build digital skills including logical thinking, creativity, and algorithmic reasoning through interactive, hands-on projects.
To encourage inclusive participation in computing by offering accessible tools and a supportive learning environment.
To foster confidence and collaboration by allowing students to create and share games in a safe, engaging space.
To expand access to resources by providing durable equipment that can be reused by many students across both clubs.
3. The event is aimed at students attending Mr. Sage’s and Mrs. Mills’ computing clubs, with a particular focus on reaching underserved and underrepresented groups, including:
Students from low-income households
Learners with disabilities
No access to computing equipment at home
4. Engaging through gaming: The use of game creation as a teaching tool is highly motivating and taps into existing interests.
Accessible coding environment: Block-based coding in MakeCode allows all learners to participate, regardless of experience.
Creative freedom: Students have control over the design of their games, promoting ownership and self-expression.
Hands-on, tangible outcomes: Seeing their game play out on a physical console makes learning real and rewarding.
5. Registration will be managed through school channels, with priority access offered to students from underrepresented and underserved groups.