Class league: design, test, improve
Every team plays all classmates’ teams, and students use the results to improve their plans.
You need: a device per student or pair, a screen for the class, and the link kickbots.reach500.com
Learning goals
- Test a plan against many different plans.
- Read a table and find a reason for a loss.
- Improve the plan and measure the effect.
Lesson steps
- 5 min The teacher makes a “Class league” from their account and shows the code on the class screen.
- 10 min Students join with the code and send their teams. The table fills up on the screen.
- 25 min Each student watches a match they lost, writes one reason, changes the plan and sends it again.
- 10 min Who moved up the table? Which change helped?
Vocabulary
testingdataimprovementiteration
How you know they learned it
The student names one change to their plan and its effect on their place in the table.