High School course

Gears of Time

  • ALL GRADES
  • INTERMEDIATE
  • WEB
  • 10 LESSONS

Answer Key

Module 4: 1.1 Leaps and Bounds

Module 6: 1.2 Bouncing to Victory!

Module 8: 1.3 Cool It

Module 10: 1.4 River Rafting

Module 12: 1.5 Close Call

Module 14: 1.6 Into the Volcano

Module 16: 1.7 Hot Footed

Module 18: 1.8 Flame Master

U.S. Standards

  • CCSS-Math: MP.1
  • CCSS-ELA: RF.2.4.A, RF.3.4.A, RF.4.4.A, RF.5.4.A, 6-8.RST.3, 6-8.RST.4, Literacy.RI.6.3, Literacy.RI.6.7, Literacy.RI.7.4, Literacy.RI.8.4, RI.9-10.6, RI.11-12.4
  • CSTA: 1A-AP-09, 1A-AP-11, 1A-AP-14, 1A-AP-15, 1B-AP-11, 1B-AP-12, 1B-AP-15, 2-AP-11, 2-AP-13, 2-AP-17, 3A-AP-14, 3A-AP-17, 3B-AP-11
  • CS CA: K-2.AP.10, K-2.AP.13, 3-5.AP.10, 3-5.AP.11, 3-5.AP.13, 3-5.AP.14, 3-5.AP.17, 6-8.AP.11, 6-8.AP.13, 9-12.AP.16
  • ISTE: 1.c, 1.d, 4.d, 5.c, 5.d, 6.b

U.K. Standards

Key stage 2
Pupils should be taught to:
  • design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts
  • use sequence, selection, and repetition in programs; work with variables and various forms of input and output
  • understand computer networks, including the internet; how they can provide multiple services, such as the World Wide Web, and the opportunities they offer for communication and collaboration
  • use technology safely, respectfully and responsibly; recognise acceptable/unacceptable behaviour; identify a range of ways to report concerns about content and contact
Key stage 3
Pupils should be taught to:
  • design, use and evaluate computational abstractions that model the state and behaviour of real-world problems and physical systems
  • create, reuse, revise and repurpose digital artefacts for a given audience, with attention to trustworthiness, design and usability
  • understand a range of ways to use technology safely, respectfully, responsibly and securely, including protecting their online identity and privacy; recognise inappropriate content, contact and conduct, and know how to report concerns

Lesson 1: Zone 1: Elemental Island

Course: | Web

  • Intro
  • World 1 Concept
  • 1.1 Code
  • 1.1 Leaps and Bounds
  • 1.2 Code
  • 1.2 Bouncing to Victory!
  • 1.3 Code
  • 1.3 Cool It
  • 1.4 Code
  • 1.4 River Rafting
  • 1.5 Code
  • 1.5 Close Call
  • 1.6 Code
  • 1.6 Into the Volcano
  • 1.7 Code
  • 1.7 Hot Footed
  • 1.8 Code
  • 1.8 Flame Master

Description

Can you find the gears and save the day? Travel through time and complete the coding challenges in this block-building adventure.

What Students Learn

  • Navigate through 6 fun Minecraft worlds
  • Complete 48 coding challenges to unlock mini-games
  • Play 4 multi-player mini-games

Technical Requirements

* Online courses require a modern desktop computer, laptop computer, Chromebook, or Netbook with Internet access and a Chrome (29+), Firefox (30+), Safari (7+), or Edge (20+) browser. No downloads required.

Lesson 1 : Zone 1: Elemental Island
Gears of Time: A Minecraft Adventure

Time:

Introduction

Tynker Blocks Introduced

Vocabulary

Objectives

Materials

Warm-Up (5 minutes)

Activities (45 minutes)

Facilitate as students complete all Zone 1: Elemental Island modules on their own:

1. Intro (Introduction)
2. World 1 Concept (Concept)
3. Code (Access Code)
4. Leaps and Bounds (Puzzle)
5. Code (Access Code)
6. Bouncing to Victory! (Puzzle)
7. Code (Access Code)
8. Cool It (Puzzle)
9. Code (Access Code)
10. River Rafting (Puzzle)
11. Code (Access Code)
12. Close Call (Puzzle)
13. Code (Access Code)
14. Into the Volcano (Puzzle)
15. Code (Access Code)
16. Hot Footed (Puzzle)
17. Code (Access Code)
18. Flame Master (Puzzle)

Extended Activities (10 minutes)