In this blog post, Nicola Kleiser, a teacher and consultant in the UK, shares some of her experiences of using KUBO to teach coding across the curriculum. She demonstrates how KUBO can be used to teach Math including Geometry and Measurement, to recreate the Viking invasion of Britain as well as using KUBO as a random selector. All of these ideas allow students to tackle coding while also working on other important curriculum subjects.

This blog will provide you with ideas to try out in your classroom. Instead of teaching discrete computing lessons, KUBO can enable you to embed computational thinking across the curriculum. Let’s get started!

KUBO can be a great asset when teaching position and direction in Maths (Geometry) using the turn TagTiles® from KUBO Coding+

KUBO

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Have KUBO record a function like this before the lesson. The students can then be asked to describe KUBO’s movement when the program is played, without seeing the additional help of the TagTile.

Extend this activity by doing quarter turns using the 90-degree Turn TagTiles. The students can then be challenged to get KUBO to do a three-quarter turn.

As the TagTiles have the degrees printed on them it is easy to start introducing numbers and mathematical vocabulary. They start to distinguish clockwise and anticlockwise turns.

KUBO Challenge.

In the next example, KUBO has been used to teach measurements. To begin with, program KUBO as shown here.

You can also use different KUBO’s to travel different distances. Initially, the students could measure using non-standard units (the squares on the mat) and then move on to measuring in cm. To extend the activity, program KUBO to change direction and measure the total distance traveled. You can also have students set up different programs for each other to measure to make it a playful an collaborative experience.

KUBO Taking turns

Another example could be to use KUBO as a random selector. Here KUBO has been programmed to randomly choose the name of a student. Remember to place KUBO on the TagTile facing the same direction he ended his last turn.

This can be used in a wide range of lessons, where students all need to take turns.

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In this last example, I will show you how simple costumes can be made for KUBO using a bit of creativity. You can also use the template on the KUBO website (you can find a blank costume under the Super Hero Obstacle Course activity). In this example, I have created a costume for KUBO and programmed him to recreate a historic event.

Using a large map, recreate Viking KUBO’s journey from Scandinavia to find new settlements in Saxon Britain.

Want to dress KUBO up as shown here? Down your KUBO Viking costume here.

Find out more about KUBO robots here

 

Published with permission from KUBO

Nicola Kleiser

Education Technology Consultant.

Crewe, United Kingdom