For teachers

👩‍🏫 Teacher Guide

A hands-on, project-based course for Grade 6 (ages 11–12): 8 sessions of about 80 minutes. Every session mixes a real-world story, an activity without computers, simulation time, and a small project.

← Student site

What students learn

  1. Explain how a drone flies using lift, weight and balance.
  2. Write programs with sequences, loops and debugging.
  3. Use sensors and IF–THEN decisions so a robot or device can act by itself.
  4. Choose good thresholds and combine conditions with AND.
  5. Explain why edge devices (that decide on the spot) matter where the internet is unreliable.
  6. Use the engineering design cycle to design, test, improve and present a solution to a real community problem.

Before you start

💻 Devices

  • Works in any modern browser on computers, tablets or phones. Nothing to install.
  • Best: 1 device for 2 students (pair programming: a "driver" and a "navigator" who swap every level).
  • Only 1 projector? Run the simulation at the front; groups take turns deciding the next block or the next power setting.
  • After the site has loaded once, it keeps working if the internet drops for a while. Stars are saved in each browser, so students should use the same device every session.

✂️ Materials for unplugged activities

  • Paper, scissors, paper clips, a stopwatch (or phone)
  • Chalk or masking tape for a floor grid (5 × 5 squares)
  • A scarf for the "blindfolded robot" game
  • Cardboard, bottle caps, straws, glue for model drones
  • Optional: a thermometer and a cup of cold water

Session plans

Assessment

WhatHowWeight
Simulation starsStudents show their stars on the home page. 1 star = completed, 2–3 stars = efficient or high-quality solution.30%
Unplugged activitiesParticipation and recorded results (paper helicopter table, floor-grid programs).20%
Big ProjectUse the rubric below (design + plan + model + presentation).40%
Exit questionsOne "Think about it" question answered at the end of each session.10%

Big Project rubric

Criteria⭐ Beginning⭐⭐ Developing⭐⭐⭐ Excellent
Drone designCan take off with the boxFlies 30 kmFlies 30 km within budget, and the student explains the trade-offs
Flight planAll villages served safelyClose to the best planBest plan, and the student explains the strategy
Model / drawingDrawing with few labelsLabelled model or drawingLabelled model; parts match the design choices
PresentationReads answersExplains clearlyExplains clearly and links it to a real problem in our community

Tips for a great class

  • Celebrate bugs. When a program fails, say "Great, we found a bug! Where is it?" The red block shows where.
  • Ask before telling. "What do you think will happen if…?" Let them predict, then test.
  • Stars are for effort and improvement. Encourage students to replay a level to get more stars.
  • Fast finishers help others ("Ask 3 before me"), or try to beat their own block count.
  • Body movement: before robot levels, everyone stands up and turns left/right as the robot would.
  • Local examples: ask students where drones, robots or sensors could help in their own town: farms, water, health posts, school.
  • Real drones: if you show a real drone, follow your country's aviation rules and keep students behind a safety line.

Word wall (key words)

LiftThe upward push from propellers or wings.LoopRepeating some steps.
WeightGravity pulling down.Bug / DebugA mistake / finding and fixing it.
HoverStaying still in the air.SensorA part that measures (heat, distance, light…).
ProgramA list of steps for a computer.ThresholdThe number where a rule switches on.
AlgorithmA plan of steps to solve a problem.Edge deviceA device that decides by itself, without the internet.
RangeHow far a drone can fly on one battery.Trade-offGetting more of one thing means less of another.