Globaloria's Game Inventor course is an introduction to computer science for early childhood and lower elementary school students
Recommended and Required
- Recommended for students in Grades Pre-K, 1-4.
- Completing this course takes 25-30 hours.
How It Works
This Early Childhood CS Course is designed to
1) Introduce fundamental concepts and skills of computer science to PreK-1-2-3-4 graders;
2) Foster an initial understanding of the “computer-scientist mindset” among young learners;
3) Place learners in the active roles of inventors and designers of computer games, hands-on, all minds-in.
7 core CS-education practices are included in this course:
- It’s an all-inclusive computing culture -- Everyone Can Do Computer Science!
- It’s based on project-based, creative teamwork – Collaboration Rules!
- It’s inviting learners to experience computational thinking and solve computational problems – Computational Thinking is Fun!
- It’s developing and using algorithms and abstractions –Inventors Use Special Language and Rules!
- It’s focused on learning CS through creating computational artifacts – Constructionist Learning is Empowering!
- It’s highlighting research, testing, and refining – Inventors Test, Revise and Modify!
- It’s emphasizing the value of communicating about computer science – We Learn Best by Teaching and Explaining!
The course is structured in six topics:
Topic 1: I’m a Game Inventor!
Topic 2: Play Like an Inventor
Topic 3: Plan to Invent a Game
Topic 4: Prototype to Build a Model of Your Invention
Topic 5. Program Your Game Invention with Code
Topic 6. Present and Share your Inventions and Creations
Several fundamental computer science concepts and skills are taught in this course through a series of offline and online activities by moving students through the typical iterative engineering and design thinking process -- from concrete activities using body language and verbal expression, to representational activities expressing ideas with drawings, sketches and journaling, to building the ideas in the digital world using computational thinking and digital tools.
The six topics provide 20-30 hours of engagement (once or twice a week, over two semesters). Each topic is presented through 2-4 activities in five formats:
Inventor Circle Conversations – whole class discussions on specific themes, leading to reflective summaries.
Game-Playing – as individuals and teams
Game-Acting – in teams, roleplaying to understand how games work, how they are made, what are their computational ingredients.
Game-Inventing – as individuals and teams, moving from body to representational modalities on paper, to digital modalities on the computer.
Game-Planning, Game Prototyping, Game-Coding, Game-Testing – teamwork and steps to bring an idea -- a design, an invention -- to
life on the computer.