
STEM • 45 • 25 students • Created with AI following Aligned with Common Core State Standards
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This is lesson 9 of 15 in the unit "Micro:bit Innovations". Lesson Title: Game Mechanics: Leveling Up Tele-Potato Lesson Description: Students enhance their Tele-Potato game by adding features such as score tracking, increasing difficulty levels, sound effects, and visual countdowns on the LED display. The lesson connects to engineering design by asking students to identify one problem with their current game and prototype a solution. Advanced learners are challenged to add randomized timer lengths or a multi-round tournament mode. Students playtest each other's enhanced versions and provide structured feedback.
Students improve their Tele-Potato Micro:bit game by adding score tracking, increasing difficulty levels, sound effects, and a visual countdown. The lesson includes a structured playtest and feedback cycle and uses rational-number reasoning for “timer math” (countdowns, scoring changes, and difficulty scaling).
Students will be able to:
0–5 min · Hook (game sprint). Teacher displays a “broken” Tele-Potato scoring example: score starts at 5 and should change by (-3), then by (+2), then uses a difficulty scale like “timer halves each level.” Students predict the final score and how the timer should change, using quick think time.
5–12 min · Mini direct teach (rational update math). Teacher models two examples on the board:
12–22 min · Engineering design prompt (problem → solution). Teacher posts the prompt: “Identify one problem in your current game (example: scoring is unclear, difficulty doesn’t ramp, no urgency). Prototype a solution feature today.” Students use a quick plan sheet (2–3 sentences) to choose one target problem and link it to a rational update they will implement (for example: “Each hit adds +2 points; each miss subtracts 1 point,” or “Countdown starts at 8, decreases by a fixed amount each round.”).
22–34 min · Build time (Micro:bit implementation). Teacher circulates with a checklist:
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