Tuesday, December 16, 2025

The Wild Robot: A Tech-Infused Novel Study with Ms. Lussier's Class

Ms. Jlee Lussier’s Grade 4 class at MPS read The Wild Robot by Peter Brown and they’ve done so many exciting learning activities connected to this awesome novel!  This novel study has become an annual tradition for Ms. Lussier’s class and I was excited to be invited to join in on some of the activities again this year.  I had the chance to visit this class for 3 sessions to help them learn about programming and how technology works!

Ms. Lussier challenged her students to create their own robot designs using recycled materials.  In our first session together, the Grade 4s learned to program the micro:bits.  Each student successfully wrote a program to display an image and a string of text on their micro:bit.  For example, students may have programmed a smiley face to appear when button A is pressed and programmed “Hello my name is ______” when button B is pressed.  Students will attach their micro:bits to their robot designs so viewers can interact with the micro:bits when the robots are put on display in the school.  

The micro:bit has 25 programmable LED lights. 

In our second session, students learned to program the Wonder Workshop robots.  Students completed different programming challenges working with a partner or small group.  They learned that the robots measure distance in centimeters and practiced programming lights, sounds and movement.  


The Dash robots from Wonder Workshop are one of my favourite and most-used tools in my tech kit as a K-12 technology coach. 


Students desiged a map to represent the island which the story took place on.  As a class, they chose key locations that were significant to the story and then students worked together to create a large map in 9 sections that was taped together. 


When the map was completed during our third session together, we photographed it and displayed it on the interactive whiteboard.  Students worked together to measure the distance between key locations on the map and we added these measurements to the map, which remained on display for the next part of our activity.  There was lots of great math practice included in this activity!


Students worked with partners to choose locations on the map and planned the steps (on paper) to program the robot to move around the map, including measurements for how far the robot would need to travel between locations.


Finally, using their planning, students wrote a program to move their robot around the map to their planned locations.  Each team tried out their program and then made adjustments if needed.  Students were all able to successfully program the robot to move along their planned path on the map and we celebrated as each team completed this fun challenge!



Thanks to Ms. Lussier and her class for inviting me to join in this amazing learning experience.  I enjoyed watching students engaged in these fun activities, which allowed them to build important skills like communication, collaboration, persistence and problem solving!





Monday, December 8, 2025

Outdoor Education Learning Extension with Minecraft EDU: Arbour Build Challenge

 I recently had the opportunity to visit Mrs. Carla Gambler's Grade 4 class at Waywayseecappo Community School.  The Grade 4s had participated in an animal scavenger hunt for their outdoor education class, which involved them locating animal decoys around their school grounds and learning the Ojibway names for each animal.  

Mrs. Gambler extended the learning activity by developing a Minecraft build challenge for her class.  Students were tasked with the challenge of re-creating their school arbour in Minecraft. The arbour is located on the school grounds and outdoor education classes are held inside. Check out the screen recordings and screenshots below from Grade 4 students to learn more about the outdoor education activity and the Minecraft EDU project.

Thank you to Mrs. Gambler and her class for inviting me to view their creations and showcase their work here to inspire others!

 
The arbour on school grounds,
which students were asked to re-create in Minecraft. 

During outdoor education, students were challenged to find the animal decoys above around their school grounds and record the animal name in Ojibway.  





Mrs. Gambler's instructions for the Minecraft build challenge





Note:  Work has been shared with permission.  Thank you to the contributing teacher and students!