ADVENTURE DETAILS

 

 

 

We deliver our exciting 25 minute shows to your children on a specified day.

 

This can be:

  • live in-person

  • live on-line

  • or as a fully remote show

 

Our easy access, age-specific follow-up activities embed the learning and reinforce the key terms – choose from unplugged or digital options!

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MOON LANDING CODING ADVENTURE

Programming a robot to get to the moon - can we do it? KS1 & KS2

Al the Robot (Al short for Algorithm) needs some step by step instructions to get on to her command module and get to the moon.  Who can help?

This workshop is designed to appeal to both Key Stage 1 and early Key Stage 2, and helps children understand some of the details of how the

first person landed on the moon.

 

Many of the computing curriculum key terms are used in the show, which can be delivered in person, live online, or remotely as a pre-recorded TV show! 

But the ultimate question is - can we debug our algorithm to get Al on the rocket successfully and land her on the moon?  

Our 30 minute moon landing 'coding pantomime' can be used to enagage a large or small audience. 

The learning is then be embedded with follow up activities are availble to be run in smaller

class-sized groups.

 
 
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ECO CODING ADVENTURE

Discover how computing can help save the planet! KS1 & KS2

This remotely deliverable waste reduction-focused show gives the students the chance to combine their concerns for the environment with problem solving using computing.​

The filmed show allows us to use the visual image of reducing packaging in a COVID-19 safe way to encourage the children to think about how to write algorithms of their own.  They use these to program 'Al the Robot' to reduce the amount of waste in the shopping basket.  Maybe they can even use it to program their parents!

 

As with our other coding events, the 20 minute show is then followed by a variety of age-specific activities designed to embed the learning and help the children understand coding concepts in an engaging and tangible way.

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THREE BEARS CODING PANTO ADVENTURE

We're going to write a program to make porridge - but will it be too hot, too cold, or just right? KS1 & LKS2

The Three Bears need our help make Baby Bear's porridge so Goldilocks invites Al the Robot to come and help.  Things go wrong to begin with, but after some debugging, it all turns out well in the end!

This Key Stage 1 and Key Stage 2 workshop uses the children's knowledge of a traditional tale to couch the coding curriculum terms in a familiar environment. Great fun is had by all getting the porridge ready, but will it be done before the bears are back from their usual morning walk?

 
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HEALTHY
LUNCH-BOT ADVENTURE

Can we design an automated lunch-bot app before our time runs out? KS1 & KS2

In the context of healthy eating, children learn how to write algorithms and debug them to get the results they were hoping for.  

Our fun workshops capture their imaginations with our coding pantomime embedded with key words from the computing curriculum, and kinaesthetic, hands-on learning.  But will we do it in time?

The 30 minute adaptable show is then followed by activities designed for different levels and age groups to help embed the learning and kick start the computing curriculum.