EnviroQuest: Video Game
In this project, children will design and build a game teaching their community how to live greener. Children will learn about sustainable consumerism, transport, food, energy and waste. Students will use this information to design and construct their game.
Date: 18th of January 2024
Time: 9 am – 12pm
Venue: Little Big House – 16 Flour Mill Way, Summer Hill
Bring: healthy snacks (nut free) and a water bottle
Cost: $49 per student
Suited for: 7 – 12 years of age. No coding experience necessary.
Links to syllabus outcomes for NSW primary schools:
Stage 2 and 3 Science Outcomes:
(ST2-1WS-S) questions, plans and conducts scientific investigations, collects and summarises data and communicates using scientific representations
(ST2-2DP-T) selects and uses materials, tools and equipment to develop solutions for a need or opportunity
(ST2-3DP-T) defines problems, describes and follows algorithms to develop solutions
(ST3-2DP-T) plans and uses materials, tools and equipment to develop solutions for a need or opportunity
(ST3-3DP-T) defines problems, and designs, modifies and follows algorithms to develop solutions
(ST2-7MW-T) investigates the suitability of natural and processed materials for a range of purposes
(ST2-8PW-ST) describes the characteristics and effects of common forms of energy, such as light and heat
(ST3-8PW-S) explains how energy is transformed from one form to another
Stage 2 and 3 Geography Outcomes:
(GE2-4) acquires and communicates geographical information using geographical tools for inquiry
(GE2-2) describes the ways people, places and environments interact
(GE2-3) examines differing perceptions about the management of places and environments
(GE3-4) acquires, processes and communicates geographical information using geographical tools for inquiry
(GE3-2) explains interactions and connections between people, places and environments
(GE3-3) compares and contrasts influences on the management of places and environments
Stage 2 Maths Outcome:
(MA2-17MG) uses simple maps and grids to represent position and follow routes, including using compass direction
Sustainability
This project encompasses the following general capabilities:
- Critical and creative thinking
- Ethical understanding
- Information and communication technology capability
- Literacy
- Numeracy
- Personal and social capability
Required to facilitate project:
- Classroom with interactive whiteboard
- Wi-Fi
- Supervising teacher
Curriculum Information:
Stage 2 and 3 Science Outcomes:
(ST2-1WS-S) questions, plans and conducts scientific investigations, collects and summarises data and communicates using scientific representations
(ST2-2DP-T) selects and uses materials, tools and equipment to develop solutions for a need or opportunity
(ST2-3DP-T) defines problems, describes and follows algorithms to develop solutions
(ST3-2DP-T) plans and uses materials, tools and equipment to develop solutions for a need or opportunity
(ST3-3DP-T) defines problems, and designs, modifies and follows algorithms to develop solutions
(ST2-7MW-T) investigates the suitability of natural and processed materials for a range of purposes
(ST2-8PW-ST) describes the characteristics and effects of common forms of energy, such as light and heat
(ST3-8PW-S) explains how energy is transformed from one form to another
Stage 2 and 3 Geography Outcomes:
(GE2-4) acquires and communicates geographical information using geographical tools for inquiry
(GE2-2) describes the ways people, places and environments interact
(GE2-3) examines differing perceptions about the management of places and environments
(GE3-4) acquires, processes and communicates geographical information using geographical tools for inquiry
(GE3-2) explains interactions and connections between people, places and environments
(GE3-3) compares and contrasts influences on the management of places and environments
Stage 2 Maths Outcome:
(MA2-17MG) uses simple maps and grids to represent position and follow routes, including using compass direction
Sustainability
This project encompasses the following general capabilities:
- Critical and creative thinking
- Ethical understanding
- Information and communication technology capability
- Literacy
- Numeracy
- Personal and social capability
Required to facilitate project:
- Classroom with interactive whiteboard
- Wi-Fi
- Supervising teacher