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Radio Game Build

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 13 of 15 in the unit "Micro:bit Innovations". Lesson Title: Building and Playtesting Radio Games Lesson Description: Students build their original radio games in MakeCode, applying everything they have learned about variables, conditionals, radio communication, and outputs. The lesson includes structured build time with teacher and peer support, followed by a class-wide playtest session where groups try each other's games. Students use a feedback form to capture what worked, what was confusing, and one suggested improvement. Advanced learners are encouraged to add dynamic difficulty, randomization, or a leaderboard feature.

Overview

Students build and playtest original Micro:bit radio games in MakeCode, using variables, conditionals, and signed number reasoning for scoring and game state. They exchange games, collect feedback, and refine one improvement based on peer input.

Learning intentions

  • Students will be able to create a radio game using variables and conditionals to control game flow.
  • Students will be able to send and receive radio messages to synchronize game actions between Micro:bits.
  • Students will be able to represent addition/subtraction and multiplication/division of rational numbers when using scoring or difficulty rules.
  • Students will be able to run a structured playtest and use feedback to suggest a clear next step.

Success criteria

  • I can use variables to track game state (score, lives, status) and update them correctly.
  • I can use conditionals to change what my Micro:bit does based on received radio messages.
  • I can explain and apply rational number operations (addition/subtraction and signed multiplication/division) to scoring logic.
  • I can record what worked, what was confusing, and one specific improvement suggestion during playtesting.

Curriculum links

  • The Number System: add/subtract rational numbers and represent on a number line.
  • The Number System: subtraction as adding the additive inverse; distance as absolute value (CCSS.MATH.CONTENT.7.NS.A.1c).
  • The Number System: interpret sums as real-world contexts for scoring changes (CCSS.MATH.CONTENT.7.NS.A.1b).
  • The Number System: extend multiplication rules to signed numbers and interpret products in context (CCSS.MATH.CONTENT.7.NS.A.2a).
  • The Number System: understand division of integers leading to rational quotients; interpret quotients in context (CCSS.MATH.CONTENT.7.NS.A.2b).

Lesson structure (45 minutes)

  1. 0–3 min · Launch & goals. Teacher reviews today’s success criteria on the board (build, playtest, feedback) and reminds students to test with peers as they build. Students skim the build checklist printed on their lab sheet.

  2. 3–10 min · Quick demo: “Game loop + message + scoring.” Teacher models a mini radio game logic: receive message → update variable → conditional output. Teacher briefly points out where scoring math might use negatives (penalties) and explains that adding a negative is subtraction. Students identify one place in their own project where they will update score using a conditional.

  3. 10–28 min · Structured build time (teacher + peer support). Teacher circulates with two guiding prompts: (a) “What variable stores your game state?” (b) “What happens when you receive a radio message?” Teacher checks that students have at least one correct conditional branch and one scoring rule. Students work in teams of 2–3, run test cycles, and use a “debug note” card to write what changed after each test.

  4. 28–34 min · Math quick-check for scoring rules. Teacher gives three short prompts on the board and states students only need to answer on paper (not in code yet):

  • If score starts at 5 and a player gets a penalty of 3, what is the new score?
  • If you subtract 7 from 2, what rational result do you get? (Answer and note distance meaning.)
  • If penalty is modeled as multiplying by -1 or dividing by 2, what is the sign and value? Students work quietly for 4 minutes, then compare answers with their partner for 2 minutes.
  1. 34–42 min · Class playtest rotations. Teacher sets up stations: each group’s Micro:bit pair sits by their project description card. Students rotate in a timer-based circuit (each group gets ~4 minutes). Playtesters use the feedback form to capture: what worked, what was confusing, and one suggested improvement tied to a specific moment in play (for example, “When I received the message, nothing happened.”). Builders read feedback and mark which issues are actionable.

  2. 42–45 min · Exit & next step. Teacher collects feedback forms and asks for one refinement plan. Students write a 1–2 sentence “Next update” statement: the change they will make and the reason it addresses confusing or broken gameplay.

Resources

  • Micro:bits, batteries/USB power, and preloaded radio-capable MakeCode projects (starter or student-created).
  • MakeCode laptops/tablets for each group.
  • Lab checklist: variables needed, message send/receive needed, conditional needed, scoring rule needed.
  • Feedback form template with fields: What worked / What was confusing / One improvement.
  • “Math quick-check” worksheet (3 items, rational-number context).
  • Timer for rotations.
  • Teacher circulation clipboard or spot-check rubric.

Assessment

  • During build time: teacher uses a quick observation checklist (variables present, radio receive/send present, at least one conditional branch present, scoring updates defined).
  • Math quick-check: checks student understanding of signed addition/subtraction and signed multiplication/division in scoring contexts.
  • Feedback form quality: rubric-style glance—does the suggestion include a specific confusing moment and a clear improvement?
  • Exit statement: “Next update” reasonableness and link to feedback.

Differentiation

  • Support for beginners:
  • Provide a “radio game skeleton” in MakeCode with blanks for variable names and message types.
  • Sentence starters for feedback: “What worked was…”, “What confused me was… when…”, “My improvement is… because…”
  • Offer a model scoring rule using small integers (e.g., start at 10, add +1 for success, subtract -1 for penalty).
  • Extension for advanced learners:
  • Add dynamic difficulty (difficulty variable that changes based on win streak).
  • Add randomization (random number selects target or penalty) and communicate it through radio.
  • Add a leaderboard display rule (rank based on score or time).
  • EAL/SEN considerations:
  • Allow students to record feedback with short phrases or icons (smiley/neutral/sad) plus one sentence.
  • Provide a bank of common debugging explanations (e.g., “message received,” “conditional not met,” “score not updating”).

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