Coding with Europeana (LS-ES-250)

In this lesson, we invite students to use resources from Europeana Collections to generate an unplugged coding game that therefore will not need an Internet connection.

This lesson plan acts as an introduction to programming and at the same time an introduction to the resources available at Europeana. The theme can be freely chosen or set by the teacher and the game is mainly intended to enrich the students’ knowledge of different cultural aspects of Europe.

This LS is inspired by activities done at the Deep Dive MOOC from European Schoolnet Academy.

Procedure

Our students create a small labyrinth from a grid of dimension 30×30. An A2 format card is ideal for this. They have full freedom to design possible paths and leave a departure and arrival box well defined. On the Europeana platform, we must look for media from which we can obtain symbols that indicate ‘move forward’, ‘turn right’ and ‘turn left’. A good number of these codes, placed in an orderly manner, will provide a solution to the route that any user must follow to exit the maze successfully.

Students preparing the maze. CC-BY-SA Jose María Díaz Fuentes
Students preparing the maze. CC-BY-SA Jose María Díaz Fuentes

Conclusion

With this amazing activity, students are introduced in basic aspects of programming, increase geometric drawing skills, they learn to find valuable content on the net and can also show sensitivity towards works of art by observing their details as well as learning aspects about copyright.

Would you like to learn more about this learning scenario? You can download it below:

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CC BY-SA 3.0 NL: The featured image used to illustrate this article is available on Europeana Collections and has been provided by Stadsarchief ‘s-Hertogenbosch.

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