What students build
- At least two changing needs
- Actions that affect those needs
- Visible mood or state
- Time-based change
- A recovery path
- A reset and demonstration state
Computer Lab Project
Computer Lab ProjectCare for an alien pet that may be hungry, tired, delighted, or deeply suspicious of the snack button.
Visible system / hidden curriculum
This Lab project supports several correct models. Students choose names, scales, and rules, then explain the consequences.
Computer Lab character
This is not a complete teacher-led recipe. Students choose an implementation path, use checkpoints, test the system, and explain the decisions.
Required systems
Suggested build order
Checkpoints
Challenge cards
Choose one card, combine compatible cards, or propose an equivalent challenge. More than one implementation can satisfy the mission.
Add a trust variable.
Make actions have trade-offs.
Create a day/night state.
Add a short care history.
Test it
Common mistakes
Improve it
Challenge levels
Keep two needs inside sensible boundaries.
Make care actions affect several needs differently.
Create named pet states from combinations of values.
Show-teacher checkpoint