Immersive learning integrates technology with more traditional methods of education. It captures students’ attention by incorporating digital media, simulations and other interactive tools into learning. It can be used both online and offline, these are all examples of immersive learning: Building a virtual city in a game, visiting places using VR or even a field trip to a living museum. Anything that provides a realistic experience where the students are ‘hands-on’ and that provides an engaging, realistic way to learn is immersive learning.
How can KUBO be used for Immersive learning?
Learning to cross the road
Building everyday skills is an essential learning experience for younger students. This is also a great activity for immersive learning.
Using chalk or cones, mark out a road on the playground. Assign some students the role of cars, who will drive up and down the road (at different speeds). Can the other students come up with a list of what they need to do to safely cross the road? They can then ‘play’ crossing the road, swapping roles with the ‘cars’.
This activity can then be used with KUBO. Using what they have learnt about safely crossing the road, can they create a function to allow KUBO to cross a road.
KUBO Play and KUBO Coding Starter Set maps both have a road with crossings or teachers can create their own map using Map Maker.
This example uses KUBO Coding+, so KUBO can move to the crossing and look both ways before crossing the road.
Practising Maths problems
From simple number bond sums to more challenging multiplication and division. KUBO Coding Math can provide a more immersive and hands-on approach to practising these skills. What otherwise would be a paper exercise can become a game with students taking turns to solve the maths problems.
Navigating using the points of a compass
This activity can be carried out as an offline activity or using KUBO Play or KUBO Coding.
Use chalk to mark out a giant grid on the playground. Add a start location and a cross (buried treasure). Working in small teams, one student is on the start location, and the other students shout out directions but are only allowed to use North, South, East and West as instructions. Which team can make it to the treasure first?
UBO Coding activity: One student has the map and the other student the TagTiles®, and KUBO. The students sit back to back so they can’t see what each other is doing. The student with the map will give instructions only using points of the compass and the other student uses this to build a function. They then test the function and debug it if needed.
There are lots of other ways KUBO could be used for immersive learning, we would love to see your ideas too.
Look out for more exciting Immersive Learning activities, coming soon to KUBO Play…