
Technology • 45 • 30 students • Created with AI following Aligned with Common Core State Standards
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This is lesson 5 of 15 in the unit "Micro:bit Explorers". Lesson Title: Creating a Simple Game Lesson Description: Develop a basic game using button controls. Students will create a 'Guess the Number' game using user input.
Students build a simple “Guess the Number” game using Micro:bit button inputs and a basic feedback loop. They connect game logic to clear variable-based statements and use substitution-style checking to verify whether a guess is correct.
Students will be able to:
Students can:
0–5 min · Hook and model. Teacher demonstrates a finished “Guess the Number” sketch on a projected screen and asks, “What button presses change the game state, and what does ‘win’ mean?” Students quickly share answers with a partner.
5–12 min · Quick direct teach: variables + condition.
Teacher guides students to identify the “equation” inside the game: guess = target and the question “Which guess value makes the condition true?” Students complete a 3-sentence “logic journal” prompt: target is __, guess is __, win happens when __.
12–20 min · Guided logic check (substitution practice).
Teacher writes a sample target and two example guesses on the board (e.g., target = 7, guess = 6 and 7). Students do substitution: “Does guess = target hold?” and record outcomes (try again vs win) in their notes, then name what the code should display.
20–33 min · Build time: create the game skeleton. Teacher circulates while students assemble the Micro:bit blocks:
target, guess, and optional attempts.target (example: fixed number for testing, then random later).guess, the other decrements guess.
Students run, test, and adjust until guess updates correctly on the LED display.33–40 min · Add win/feedback logic.
Teacher demonstrates how to implement the condition check: if guess = target then show a win pattern and stop; otherwise show a “try again” pattern (and optionally show direction hints like “high/low”). Students integrate condition blocks and ensure the correct feedback triggers when they reach the target.
40–45 min · Share + exit check. Students do a rapid “two stars and a wish” gallery check (one improvement, one success). Then they complete an exit ticket: “Write the win condition in words. If target is __ and guess is __, does the player win?”
guess with each button press and that variables are named and used consistently.guess < target or guess > target and explain the condition using substitution examples.Join thousands of teachers using Kuraplan AI to create personalized lesson plans that align with Aligned with Common Core State Standards in minutes, not hours.
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