Teacher material · Page · Unpublished in Canvas

Facilitator's Guide: AIR Unit 1 — Leaving Land

Canvas state
Unpublished

BEFORE YOU PUBLISH | EDPUZZLE SETUP

Connect Edpuzzle before assigning

Use these public lesson links to add the videos to your Edpuzzle account and connect each lesson in this Canvas course:

For each Edpuzzle assignment, choose Edit, keep Submission Type: External Tool, choose Find, then Edpuzzle. Select the matching lesson from My Content, save, and test it in Student View.

Open Edpuzzle's Canvas setup guide. If you are not using Edpuzzle, the original-video links above let you run the lesson without the integration.

Facilitator’s Guide · SW5 · AIR Unit 1

Facilitator’s Guide: AIR Unit 1 — Leaving Land

Five lessons from an empathy interview to a game enemy that chases the player.

📅 5 lessons🔧 micro:bit · MakeCode Arcade🏆 25 points in the module

The unit at a glance

Module itemWhat happensPoints
Lesson 1: Seasick with Empathy
Learn: Lesson 1 Seasick with EmpathyInteractive lesson launch, opens in a new tab. Blank page in Canvas — the button is the item.0
EdPuzzle | Seasick with EmpathyThe video with questions inside the player. Run it before the activity; the activity opens by telling students they have already watched it.0
Activity: Seasick with EmpathyThe unit kickoff. Partners write five open-ended questions, interview each other, and fill an empathy map — Say, Do, Think, Feel — then write a problem statement. Answers are typed into Canvas.5
Lesson 2: micro:bit Light Meter
Learn: micro:bit Light MeterInteractive lesson launch. Blank page in Canvas.0
Do: micro:bit Light MeterThe LED screen is turned into a light sensor reading 0–255. Students build it in MakeCode, download to the micro:bit, and test it bright and covered.5
Lesson 3: Crab Cruisin’ with micro:bit
Learn: Crab Cruisin’ with micro:bitInteractive lesson launch. Blank page in Canvas.0
Do: Crab Cruisin’ with micro:bitStudents design their own game on the 5×5 screen — what the player controls, what winning is, what losing is — then hand it to a partner to playtest and fix one thing that confused them.5
Lesson 4: Code a Game in MakeCode Arcade
Learn: Lesson 4 Ocean Games in MakeCode ArcadeInteractive lesson launch. Blank page in Canvas.0
Do: Lesson 4 Ocean Games in MakeCode ArcadeOff the tiny screen and into full sprites and backgrounds at arcade.makecode.com. The Microsoft sign-in happens here and everything after it depends on that account.5
Lesson 5: AI Enemies in MakeCode Arcade
Lesson 5: AI Enemies in MakeCode ArcadeStudents reopen their Lesson 4 game from My Projects and add an enemy that reacts to the player, then tune it until it is hard but beatable. The page names the difference between rule-following game AI and a trained model.5

Materials + prep

  • A class set of micro:bits with battery packs and USB cables, tested. Lessons 2 and 3 both download code to the device; a micro:bit with a dead battery reads as broken code to a student.
  • Microsoft accounts working at arcade.makecode.com, checked on a student device before Lesson 4. Not Google, not Clever — the page says so and it is the single most common failure in this unit.
  • EdPuzzle class code tested, for Lesson 1.
  • Partners assigned for the Lesson 1 interviews. This is a talking lesson before it is a building lesson, and it sets up the whole unit.
  • Each Google Assignments worksheet opened once by you, so you know the hand-back path works. The student copy generates when they launch the item from Canvas.

Watch-fors

  • Sign in first, or Lesson 5 has nothing to open. Lesson 5 starts by opening the Lesson 4 game from My Projects. If a student built Lesson 4 signed out, that project is gone and they start over. On shared laptops, have them sign in with Remember Me turned off so the next class does not land in their account.
  • The four “Learn:” items launch an interactive lesson in a new tab and show a blank page in Canvas. Nothing is broken. Tell students once, at Lesson 1.
  • Activity: Seasick with Empathy now collects a written response in Canvas — students type the empathy map and problem statement into the submission box. It is a 5-point Minor grade, so the empathy map that opens the unit does reach the gradebook.
  • The micro:bit lessons lean on earlier units and say so. Lesson 2 refers back to Coding Adventures for inputs and outputs, Lesson 3 to the micro:bit games lesson, Lesson 4 to Video Game Design for the Arcade workflow. If a student did not take those, the lesson still stands alone — but the confidence gap is real, so pair them up.
  • Two items are currently unpublishedLearn: Lesson 1 Seasick with Empathy and the Lesson 4 heading. Publish them when you set the unit live, or Lesson 1 opens with a video students cannot reach and Lesson 4 arrives without its heading.

Grading

Five items carry points, all Minor grades at 5 points each — 25 total: Activity: Seasick with Empathy, Do: micro:bit Light Meter, Do: Crab Cruisin’, Do: Ocean Games and Lesson 5: AI Enemies. There is no Major grade in this module. Every “Learn:” launch and the EdPuzzle are set to 0. The four Do lessons submit their worksheets through Google Assignments; the Activity is typed into Canvas.