Project Introduction

It’s a game of letting children complete a given route through coding as well as writing songs for birds. During play, children will learn the sounds of different birds and basic music theories. The teachers can use cue cards to help children the complete task of arranging music. MatataBot will not only help children learn coding but music through coding.

Targeted Competencies

Music cognition/Science cognition/Coding foundation

How to play

3-4

Teachers need to take out different bird cards at first, then invite children to learn names and listen to the sounds of birds (teachers will arrange music coding blocks). Ask children to choose their favorite bird sticker and place it randomly on the map. Let MatataBot face the sticker and place it 2-3 squares away from the sticker. Invite children to put 2-3 move forward blocks and music coding blocks on the coding board and press the start button to let MatataBot reach the sticker. Throughout the whole process, teachers can encourage children to actively participate in coding through language guidance and action demonstration and let them enjoy it.

4-5

Teachers need to take out different bird cards at first, invite children to learn names, their appearances, and listen to the sounds of birds, then the music coding blocks will be introduced to children. Invite children to place a bird sticker randomly on the map. Let MatataBot face randomly and place it 3 squares away from the sticker. Invite children to use turn left/right block and move forward block for coding. After reaching the sticker, let them place the correct music coding blocks. If the children complete it easily and are willing to keep trying, let them attempt to reach two birds.

5-6

This is a route-planning game that allows children to control robots to pick apples through coding. Children need to draw a number flashcard from the teacher’s hand and select the card with a corresponding number of apples. Through controlling the scope of number flashcards and the location of apple cards, teachers can adjust the game difficulty in order to adapt to children's different ages and levels. In the process of playing the game, children need to carry out different route planning and write corresponding codes according to the number of apples to be picked, letting Matatabot reach the destination and pick up a specified number of apples. Children can develop numerical concepts throughout the process since they need to plan the path through simple addition calculation and orderly thinking with the increase of game difficulty. Children will experience a sense of achievement during thinking actively and solving problems.

Product Related
Pro Set
Project Material