Unruly Code of Conduct! Make great things with all kinds of great people!
Get Unruly…virtually! Learn to code and play with virtual Splats on the Unruly web app on an iPad. No physical Splats required!
Get Unruly…virtually! Learn to code and play with virtual Splats on the Unruly web app for Chrome. No physical Splats required!
In this short guide, we go over different ways to code and play games with Unruly Splats for wherever learning is taking place —at home or in the classroom while keeping students safely distanced.
Your Splats have arrived! Now what?! This handy slide deck will help you get coding and up and running lickety-split!
We have slide decks for each activity in the Core Activity Pack. Make a copy and make it your own!
Use these cards to generate some awesome game ideas with your students! They can be used in a variety of ways:
- Pair these cards with the Game Creator Activity from the Core Activity Pack
- Struggling with creativity and the game creation process? Forget the code and have students focus on game elements with these cards
- Use this as an extension activity with advanced students, having them create the game rules and the code
This unit introduces students to the basics of block coding through explorations and games. Due to the open-ended nature of the lessons, they work great for novice coders of any age! What are you waiting for? Jump in!
This game uses Splats to play a version of ‘Red Light, Green Light’. Place Splats on the floor or tables across the room. Just like the classic playground game, students run towards their Splat when it is green, but must freeze when it turns red. This game can be played independently by each group or as a full class.
Students create a pedometer and compete to get as many steps as they can. Groups log each player’s steps and compete against other groups to get the most total steps.
Run with the bees!
The object of this game is to practice accuracy of rolling a ball to prepare for bowling. Each team will have 2 splats: 1 & 2; 3 & 4, 5 & 6. We are working on rolling the ball between the splats without the ball touching the Splat.
Turn off all the Splats!
Be the first team to finish the relay!
The one with the most points in five minutes, wins.
The last person standing wins!
Students play with individual Splats put can complete with other students in the classroom. The one with the most sit-ups wins!
Score the most points!
Stand on a spot the same color as the Splat!
Earn the most points.
Use as a classroom tool for place value up to 100,000.
Use as classroom tool for simple addition and subtraction.
Press RUN to start. The objective of this activity is to find combinations adding up the number displayed on Splat 6. This goal number changes depending on the range set in the code.
Two teams compete to come up with the ultimate “Would you rather?” question. The tricky part is that everyone on a team must agree to the same question. This is an exercise in silliness and developing collaborative skills.
Solve the chosen puzzle to make all six Splats light up GREEN at the same time, AND play the CHEER sound.
Program Splats to become a voting machine! Each group chooses their own voting topic and participates in a group vote at the end of this activity. Voting Machine can be used as a low movement introduction to Splats.
One code, three voting simulations!
Using three popular methods of voting (single, electoral, ranked), students must vote for their future school principal. Get ready for some lively debates and tough decision-making! Let’s rock the vote!
Start by choosing one player, they will be asked questions first. The chosen player presses Splat 1, and Splat 2 to reveal their choices for what color and/or sound they need to include in one of their truths or lies! The countdown timer will start, and the rest of the class has 60 seconds to agree on what statement is a lie. If they guess incorrectly, the active player presses the RED button (Splat 3), to tell them they guessed incorrectly, and to gain one point. If the correct answer is guessed, the active player presses Splat 4 to end the game.
We need to get Crash a message. Crash has requested the following word types, but has only been able to receive messages via Morse code! For each of these word types, pick a word, and write down the code.
Each student picks a corner of a Splat, and is assigned a color: Red, Green, Blue, or Yellow. One color at a time, in that order, students take turns pressing their corner’s button as many times as they can. Each press is a point, and the Splat team with the highest score after all four colors, wins. It is important that only one button is being pressed at a time to track score properly!
Defend yourselves! Three players stand back-to-back, each with a Splat out in front of them. Players take turns jumping onto Red Splats and back to formation. Each successful press is one point, and each error press is negative five points. Default round goes to twenty points!
The starting game rules are an old fashioned team tag; one team tagging out the other, with Splatified safe bases. Add YOUR favorite tag variant to take this game to the next level!
Crash is spending the night in a haunted mansion (Bloopers double-dogged-dared him!), and he needs your help! In this Halloween-inspired lesson plan, help Crash keep the lights on before the ghosts turn them off! Students have to try to keep as many lights on as possible, using loops, nested conditional statements and repeat blocks. BOO!
Goalie is a game similar to “whack-a-mole”, but instead of whacking moles you block soccer balls! A ‘ball’, or lit up Splat, will appear randomly on one of four Splats—arranged in a line on the floor. When the green light appears, step on the Splat to block the ball! Students will work together to build and debug the included code
Create a basic drum machine with Splats!
You have a classroom of musicians! Lead students through an exploration of sounds and music using Splats. Get ready for some Unruliness!
Create a sound machine!
The game begins 1-3 students per outer Splat, just like everyone circling an imaginary parachute. All players quickly press their Splats to ‘inflate’ the parachute (center Splat). When the center Splat sounds, ALL players run inside the circle and hold their Splats down behind them as long as they can, while some Students run to press the center Splat to deflate the parachute. When the Splats completely fade, the crowd will cheer, and everyone can leave the circle and repeat!
Very carefully clean the dirt off of your precious Splatjewel. The program starts with the center of the Splat lit cyan and the outer lit gold. Press carefully to remove pieces until you only have your clean, blue jewel. The largest jewel, the most cyan LEDs in one clump, wins!
Build a program where Bill, your trainer, will keep you in good form for jumping jacks (Splat jacks). If done properly, Bill will let you know with a quack! (Bill is a duck.)
Set a start and a finish -- The floor is lava! Keep your feet always on a Splat, and get from start to finish without falling off.
Crash created a robot dance challenge! When the Splats light up a certain color, you have to do a specific robot dance move. In the beginning, you’ll want to start with just a few Splats, but experts like Crash can complete the challenge using six Splats!
Place two Splats running distance apart. Students in each group take turns running across the room to stomp on their Splat until it turns green. Once green, they race back to jump on the other Splat at the finish line to get a point and it is the next student’s turn. A relay race!
Build a rainbow piano keyboard using MIDI. The Splats will keep cycling rainbow colors as students step on Splats to make some Unruly music! Start with one note per splat, or add multiple notes for some more intense Unruly compositions.
A collaborative and engaging intro to Splats!
Students work together to answer questions about coding, debugging, the app, and more! Are you a Splats genius? Can your team bank the highest total? Play to find out!
Monster Maker is a ghoulish, Frankenstein’s Monster type of drawing game. Three players collaborate on building a Frankenstein by drawing different parts of the body. One player draws the head, one player draws the torso, and one player is responsible for the bottom third (whatever that may be)!
Students will create a memory game using functions. Six Splats are placed on the ground or tabletop. Two will light up quickly, then disappear. Press on the two Splats you think you saw!
Millions of people across the world celebrate Lunar New Year (commonly known as Chinese New Year). The exact date of this holiday changes annually according to the Lunar (moon) calendar, but it’s usually celebrated for two weeks in February!
Lucky Splats is based on a popular Vietnamese game called bầu cua tôm cá—meaning “gourd crabs shrimp fish”—often played on Lunar New Year (or Tết in Vietnamese) by children and adults alike.
We can program Splats to send Morse code with flashing lights or with sound. In this activities we will use flashing lights to send SOS using Splats.
Code a countdown timer for some fitness challenges! Use a countdown code to see how many of an exercise you can do before the timer runs out.
This is an open-ended activity. Students are presented with Splats code and asked to create their own game. Students will name their game, write the rules, and lead their peers in game play.
This game is an Unruly version of the classic game, Four Corners. Students build a program to randomly select which corner is out. Place four Splats in four corners. Press run to start the game. Students have ten seconds to pick a Splat to stand by. If your Splat turns off, you’re out! Repeat until there is only one player remaining.
Make your own found art sculpture with some help from Splats! Use a stopwatch to make quick decisions, sounds to stay on track, and random colors to choose objects!
It’s time for a Splat Fitness Circuit! Start with sprints at a running distance, and then move the Splats together for push ups and jogging in place!
Players pick one of the three different puzzles, called Wonder Splats A / B / C and snap it into place as shown in the code preview. Press RUN to start! Each one has different, hidden rules, under their function block! A few hints:
Wonder Splats A: Explore, Wait, Pounce.
Wonder Splats B: HOLD!
Wonder Splats C: Be still.
Make sure you keep the function blocks collapsed to avoid spoilers!
In this activity, build functions to make it easier to send messages!
This game is an Unruly version of the classic, Capture the Flag. Instead of stealing a ‘flag’, teams try to run and stomp on the other team’s Splat! Students do not play with their own code in this activity. Instead, students work in groups to understand the program then play the game as a class.
Select a buggy program block and give it to the groups. If your students aren’t very familiar with block coding, we suggest starting with Bug 1. Once you have worked through a bug, play the debugged program as a class! Feel free to break this activity up over several days. Give groups the ‘How the Code Works’ rules for their bug, and a limited amount of time to find the errors! (We suggest 5 minutes) After time runs out, provide groups with another bug, and repeat. Have students debrief the class in groups using the strategies on the next page.
Two to four students, each holding a button of Splat one, have to work as a team to pick up and rescue the Splats scattered around the room. Players to pick up each ‘Lost Spat’ one at a time, holding each very carefully, until they make it to the finish Splat!