1. Understand the concepts: Program your "robotic friend" to learn to convert real actions into coded instructions. Understand the need for precision and learn to debug. (Activity from Tinkersmith Traveling Circuits, Lesson 3: My Robotic Friend)
2. Learn it yourself: Go through Getting Started with Scratch to learn about this drop-and-drag programming language for ages 11+.
If you want more about how to actually do block coding, try one of these:
3. Your Challenge: Create a short Scratch program that tells the story of two characters interacting on something (your choice). The characters could be sprites already in the program or something you create. Have the characters move, make sounds or speak, change look, react to keyboard actions, and anything else you would like to do. Capture this in a screencast or a series of images to share.
4. Create a Challenge: Think about the level you work at and create a coding challenge that would encourage student exploration and creation. It doesn't not have to use Scratch as the language.
5. Create a curricular Tie-In: Develop a an idea to suggest to teachers for using coding for a curricular purpose.
Include an objective, at least one relevant standard that could be included, a description of an activity, and considerations on it implementation (e.g., equipment needs, student skills, grouping, timeframe).
This board game really tests your knowledge of coding. There are 40 challenges that contain maps of colored squares. Each color has pre-programmed moves for your Robot to perform. Determine the moves needed to get your Robot from start to finish. It really focuses on sequencing and procedures, really focusing on computational thinking. If you are on the UWW campus, check out this game in Andersen Library.
Make sure to read the instructions first. I'd recommend starting with an easy challenge. If you get stuck, the solutions are at the end of the book.
For Teachers