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Leveling Up Tele-Potato

STEM • 45 • 25 students • Created with AI following Aligned with Common Core State Standards

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STEM
45
25 students
25 May 2026

Teaching Instructions

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.

Overview

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).

Learning intentions

Students will be able to:

  • Add and subtract rational numbers and represent changes on a number line.
  • Divide integers (nonzero divisor) and interpret quotients as rational numbers.
  • Use number-line distance and sign reasoning to explain how score and difficulty update during gameplay.
  • Prototype one game-improvement solution and test it with peers using a feedback checklist.

Success criteria

  • I can show how a rational score update (add/subtract) is represented on a number line.
  • I can explain why a quotient like (-p/q) is rational and what sign it should have in my game logic.
  • I can use a rational-number calculation to set a timer or difficulty change that matches my design plan.
  • I can complete a working game feature set and provide specific, kind, actionable feedback to a teammate.

Curriculum links

  • The Number System — apply and extend addition and subtraction to add and subtract rational numbers; represent on a horizontal or vertical number line diagram.
  • The Number System — understand addition as distance with direction; show additive inverses sum to 0.
  • The Number System — understand subtraction of rational numbers as adding the additive inverse.
  • The Number System — understand integers can be divided to produce rational quotients; interpret quotients of rational numbers.

Lesson structure (45 minutes)

  1. 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.

  2. 5–12 min · Mini direct teach (rational update math). Teacher models two examples on the board:

  • Score update: start at 5, add (-3), then add (+2). Students draw the jumps on a number line and explain direction.
  • Difficulty division: “timer = 12 seconds, Level 2 uses half”: (12/2 = 6) and discuss why division stays rational and keeps the sign rules when values represent “increases/decreases.” Students complete a 1-minute pair check: each partner says (a) the sign of the change and (b) the final value.
  1. 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.”).

  2. 22–34 min · Build time (Micro:bit implementation). Teacher circulates with a checklist:

  • Score tracking: update score using add/subtract logic.
  • Difficulty levels: implement a changing countdown length; difficulty can scale using division (for example: “timer length = base / level,” ensuring divisors are nonzero).
  • Sound + visual countdown: add a beep pattern and LED numbers or steps (e.g., show 3-2-1-Ready). Students work in teams of 2–3 to code and test one enhancement, recording the exact “math rule” they used in words (e.g., “miss = -1 point,” “each level divides timer length by 2”).
  1. 34–41 min · Structured playtest (feedback). Teacher runs a short “round robin.” Each team plays two other teams’ games (about 2 minutes each) and completes a brief feedback form:
  • What worked best?
  • What confused you?
  • One suggested improvement for clarity, fairness, or pacing. During play, students must also answer: “What number changed during the game? Was it an increase or decrease?”
  1. 41–45 min · Exit ticket (rational reasoning check). Teacher gives a quick 3-item exit ticket:
  • If score starts at 4 and you add (-6), what is the score? (number-line justification in words)
  • If timer length changes from 10 to 10/5, what is the new timer length?
  • Explain (in one sentence) why a negative score change is represented as a jump opposite the positive direction.

Resources

  • Micro:bit devices with batteries/USB cables
  • Student game starter files or templates
  • LEDs/sound cues cards (example countdown and beep patterns)
  • Printed “Math Rule” plan sheet (problem → feature → rule)
  • Number line handout or digital graphing tool
  • Structured feedback checklist sheets

Assessment

  • Teacher observation during build: students correctly describe score/difficulty updates using sign and rational-number language.
  • Pair check during mini teach: students explain direction and final value for rational updates.
  • Exit ticket: verifies addition/subtraction of rationals and interpretation of integer division as rational quotients.

Differentiation

  • Support: provide sentence starters for math rules (“Each hit adds…,” “Each miss subtracts…,” “I divide the timer by…”); offer a partially completed number line for one example.
  • Support for code: give a “timer scaling” option with fixed divisors (like dividing by 2 or 5) so students focus on sign and quotient meaning.
  • Extension: students add a randomized countdown choice and document it as “timer length = base ÷ k,” where k is chosen from a set of nonzero integers; then they explain how this changes difficulty across levels.
  • EAL/SEN: allow verbal reasoning submissions (recorded explanation) for the exit ticket and provide picture cues for “increase/decrease” direction.

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