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Exploring Kodu Lab

Technology • 80 • 30 students • Created with AI following Aligned with National Curriculum for England

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Technology
80
30 students
24 February 2026

Teaching Instructions

This is lesson 1 of 6 in the unit "Creating Games with Kodu". Lesson Title: Introduction to Kodu Game Lab Lesson Description: Students will explore the Kodu Game Lab interface, learning basic navigation and tools. They will create their first simple world, focusing on understanding the environment and available features.

Overview

In this 80-minute introductory session for Year 7 students, learners will immerse themselves in Kodu Game Lab — a visually engaging, age-appropriate environment for creating games. This lesson aligns with the National Curriculum for England, Computing Programme of Study (Key Stage 3), particularly focusing on computational thinking, creativity, and developing digital literacy skills.


National Curriculum Links

Computing – Key Stage 3

  • Design, write and debug programs to achieve specific goals, including controlling or simulating physical systems (NC Ref: KS3-2.1)
  • Use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs (KS3-2.2)
  • Understand computer networks including the internet; how they can provide multiple services (KS3-3.3 – foundational)
  • Create programs using variables and various control structures (KS3-2.3)
  • Use a variety of software to accomplish goals such as creating and debugging simple programs (KS3-1.3)

Additionally, this module touches on Art & Design cross-curricular links by encouraging creative digital artefact creation.


Learning Objectives

By the end of the lesson, students will:

  1. Navigate and explore the Kodu Game Lab interface confidently, understanding key tools and features.
  2. Create a simple world in Kodu, demonstrating basic environmental modification and character placement.
  3. Explain the purpose of different interface elements and their use in game creation.
  4. Work collaboratively and demonstrate independent problem-solving while experimenting in the software environment.
  5. Begin to understand simple cause-effect relationships in game mechanics through trial and error.

Resources Needed

  • Desktop or laptop computers (one per pair ideally) with Kodu Game Lab installed
  • Projector or interactive whiteboard for demonstration
  • Teacher’s prepared Kodu starter world file (optional)
  • Printed or digital student guide summarising interface elements
  • Whiteboard and markers for brainstorming
  • Headphones (optional for focused work)

Lesson Structure (80 minutes)

1. Starter Activity: Hook & Discussion (10 minutes)

  • Begin with a whole-class discussion: “What makes games fun and interesting?”
  • Encourage students to share simple game experiences and features they find exciting (characters, obstacles, goals).
  • Introduce Kodu Game Lab as a tool to create such features themselves, demystifying game design.
  • Use visual examples of Kodu worlds (projected) to spark curiosity.

2. Teacher Demonstration: Interface & Navigation (15 minutes)

  • Project Kodu on the board.
  • Explain and show major interface components:
    • Toolbar functions (terrain editing, adding objects, painting)
    • Camera navigation controls (zoom, pan, rotate)
    • Object selection and properties panel
    • Playtest button for trying the world
  • Highlight tips for efficient navigation (e.g., keyboard shortcuts, mouse controls).
  • Explain modes: Build, Play, and Script briefly to frame future lessons.

3. Guided Activity: First World Creation (20 minutes)

  • Students open Kodu and create a new blank world.
  • Step-by-step teacher guidance:
    • Flatten a small hill in the terrain (using sculpt tool)
    • Add a Kodu character (the little robot)
    • Place some simple objects, e.g., apples or rocks
    • Paint terrain with grass or dirt
  • Students experiment with the camera to familiarise themselves
  • Teacher circulates to support and challenge confident students to add variety (changing terrain height, painting water).

4. Paired Exploration: Experiment & Discuss (15 minutes)

  • Students work in pairs to explore:
    • Adding two different characters
    • Making minor environment changes
    • Testing world by playing it and observing effects
  • Encourage comparison of worlds with peers—what was easy or tricky?
  • Teacher prompts reflection on how objects and terrain affect gameplay experience.

5. Plenary: Reflect and Share (10 minutes)

  • Volunteers present their worlds briefly, explaining what was created and how using the interface.
  • Teacher consolidates understanding of interface layout and navigation importance
  • Record key class learning points on the board: “What did we discover about creating worlds?”
  • Introduce next lesson’s focus: programming simple behaviours into characters.

6. Assessment & Feedback (10 minutes)

  • Formative assessment through observation during activities (engagement, understanding).
  • Exit mini-quiz (oral or written on whiteboard) with questions like:
    • Name two tools you used in Kodu’s interface.
    • What does the Play mode do?
    • How do you move the camera around?
  • Provide positive, individual feedback and note students requiring further guidance.

Differentiation

  • Support: Provide step-by-step printed guides; pair less confident students with more confident peers; use visual prompts.
  • Challenge: Encourage students to add multiple objects, experiment with terrain variations, or change environmental colours beyond instructions.
  • EAL learners: Use simplified vocabulary and visual icons; peer support; demonstration plus clear verbal instructions.

Cross-Curricular Connections

  • Mathematics: Understanding spatial relations, coordinates, and movement within a 3D space
  • Art & Design: Creative use of environment painting and object placement
  • English: Develop vocabulary related to technology and game design, articulate ideas clearly during reflection

Extension Ideas

  • Create a simple goal in the world by placing an object the Kodu character can move to (e.g., an apple to collect).
  • Students begin to explore the “When do” programming function to introduce basic interactions (covered in next lesson).

Teacher Notes

  • Familiarity with the Kodu interface beforehand helps smooth delivery.
  • Have troubleshooting tips ready for common technical issues (sound, controls).
  • Encourage creative freedom within structured tasks to maintain engagement for all learners.

This detailed and curriculum-aligned introduction to Kodu Game Lab will empower Year 7 students to confidently navigate and experiment with game creation fundamentals while embedding computational thinking skills foundational to broader Digital Technology education.

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