Housework we can do
Occupations and TechnologyGrade 14 rounds
Occupations and Technology
An AR classroom game for Grade 5. Learners can aim with their hands at the camera or play by tapping the screen.
This set has 4 rounds in an interactive ordering activity.
Curriculum indicatorว 4.2 ป.5/2
A look before you play
A few real prompts from the game to help you choose an activity for your class.
Understand the problem before you design the steps or write the code.
Frame the question before you can design it or collect anything.
Look into the demand, then work out the cost, then set the price.
Before you play
Order processes that need thinking before doing: programming a solution, running a survey, starting to sell, and pickling vegetables.
4 rounds, a put-in-order game with 4 steps each - Programming: understand the problem > design the steps > write the program > test and debug - A survey: frame the question > design the questionnaire > collect from the target group > analyse and present - Starting to sell: research demand > work out costs > set the price and prepare goods > sell and keep accounts - Pickling: wash and cut > make the brine or vinegar > pack into a clean jar > seal and leave
Use before a project that needs multi-step planning. 8 minutes. - Play in teams, then each team carries out one process for real, such as a school survey - Point out that all four rounds start with thinking or preparing, and ask what they share - If many miss round 1, ask "If you code before understanding the problem, how do you know it is right?" - Play it linked to a class and the scores go into the class gradebook.
- In round 1, writing the program before designing the steps, because children like to start coding at once - In round 4, packing the jar before making the brine, which works either way in real pickling; accept the reasoning - In round 3, setting the price before working out the costs