Programming Sphero BOLT

The Coolest Fish

5-6 years

2h + pre- and post-work

4248

Welcome to an exciting fish pond in the Newton Room! In the module The Coolest Fish, the oldest children in the kindergarten will use play as a foundation for learning concepts. The learners will make their own fish and make them swim in the pond using robotics. As The Coolest Fish explores the pond, words related to position, orientation, basic geometric shapes, and numbers are in focus.

The main purpose of the module is to contribute to children's language development while taking care of their need for play. Language practice and exploration are set in a context of fish in a fish pond. Fish as a theme invites all the learners to conversations, and they get to tell, wonder, fantasise and ask questions. The activities give the learners good opportunities to experience joy by using language and communicating together with others. The module facilitates the learners to play and investigate location, orientation, shapes, numbers and counting in the Newton Room's fish pond.

 

The module includes a variety of teaching methods, and the learners are challenged both in terms of fine and gross motor skills. They will take part in conversations, create their own fish, explore the fish pond, and make their fish move using Sphero BOLT robots.

 

The module is carried out on the children’s terms. Their ideas and input help shape and influence the day’s activities.

 

The visit to the Newton Room consists of 4 activities. All activities aim to give the learners experience with key linguistic concepts, through play and dialogue.

 

Activity 1 - Fish Talk

The day starts with a conversation about fish. The conversation is inspired by pictures of fish, and mainly driven by what the learners themselves express.

 

Activity 2 - Make your own fish

The children make their own fantasy fish out of paper. Their fine motor skills might be challenged, but the adults assist when needed.

 

Activity 3 - Simon Says

The learners play Simon Says in the artificial fish pond. Through this game, the children get to explore the fish pond using their whole body.

 

Activity 4 - The Fish Swim in the Pond

The learners make their fish swim around in the pond using the Sphero BOLT robot. The fish must follow instructions, but gradually they are allowed to swim more freely.

 

The duration of the module is approximately 2 hours.