Time for a break
About every 30 minutes, take 5–10 minutes away from screens. Look into the distance out of a window, or try animal guessing, copying movements, a paper maze, chess or Jungle. Do not switch to a phone or video during the break. An adult keeps track of the time; children can take a break sooner if they need one. Include breaks in the total lesson time, shortening computer tasks or presentations accordingly. For a session of about two hours, plan breaks around minutes 30, 60 and 90.
Draw a maze, have a friend playtest it, then make changesLittle Maze Designer
How to design a maze that is challenging but still encourages friends to keep playing?
Suitable for beginners. Group students based on their actual reading and operating skills; K1–3 means different things in different schools, so we use age as the reference here. Default setup: 90 minutes, pairs, one computer per pair. The Little Designer acts as the creative lead and peer helper; the adult acts as the classroom supporter.
Outcomes for this section:Each pair delivers a playable collection level, a paper design sketch, a real playtest record, and one reasoned revision. The 10 levels are an example library, not a required classroom challenge; playtest Level 1 for only 3–5 minutes before starting creation.
Pre-class Preparation and Roles
Adult Pre-class Preparation
- Start the local service on each device, open Level 1 and the Level Workbench; test movement, turning, collecting, pressing E to climb ladders, walking on top of walls, and exporting; check the volume.
- Print one task card per pair, prepare grid paper, pencils, and four colored pens; project one facilitator computer.
- Review the original sketch with the Little Designer: Where is the entrance? What do the horizontal lines mean? Is the upper route connected? Record observations first, then adjust the map.
- Agree on a signal for help during playtesting; if mouse control is difficult, use arrow keys. If needed, use a finger on paper to trace the path.
- Use only collection levels in the first round. Monster levels are for those who want to try them later; do not use combat performance as a learning assessment.
Three Roles of the Peer Helper
- Share inspiration:Show your sketch and say, “I want my friend to…”
- Demonstrate one action:Move a light crystal in the editor, playtest it, and say whether the effect changed.
- Ask one question:While circulating, ask, “Where do you want your friend to think?” Listen before giving advice.
The adult handles equipment, time, reading instructions, and unexpected issues. The peer helper does not need to solve all computer problems alone, nor complete the work for classmates.
90-Minute Lesson Flow
When there are more than 6 groups, it will be changed to a two-wheeled walking exhibition. If you only have 60 minutes: start working with a template, compress the paper draft and demonstration; keep two trials and one modification in between.
The little teacher can just follow the instructions
Opening · About 60 seconds
"This is a map I drew. I want to know what it would be like to stand in it and see only what's in front of you? Today you can also be a maze designer. Let's walk a few steps first and then make your own maze. You can decide how the path turns and where the treasure is hidden. Finally, ask a friend to try it and see if he walks the way you want."
Trial and modification · Three sentences
"Give the mouse to your friend first and let's watch it for a minute."
"Which way did you think you could go?"
"Let's change one thing and let him try it again to see if it helps."
Encountered computer problems: "Let's write down the problem and ask Teacher Da for help. Let me take a look at your paper design first."
Same task, three depths
These are support levels, not fixed capability labels. Children who are willing to draw but unwilling to type can use paintbrushes and dictation; children who can read quickly should also make small works first.
How to gradually increase the challenge in the ten levels
The first level retains the hand-drawn style and requires collecting 3 light crystals. Levels 2–3 introduce forks and keys; Level 4 features patrols, detours, or repelling enemies; from Level 5, ambient light is turned off, requiring players to find a fire source to get tinder and then light torches one by one; Levels 6–8 combine collection, keys, and specific repel counts; Levels 9–10 expand the exploration scope and the number of conditions. For detailed conditions, seeCourse home page level table。
- The pass is "all satisfied":You need enough collected items, keys, and defeated enemies. Finally, climb the ladder and walk along the top of the wall to the exit door. Standing in front of the ladder does not complete the level; the door appears only after you climb onto the wall.
- Moderately unknown:Walls and roads are visible in front of you, but not after turning the corner; there is no global map. Road signs help me remember, and fireflies only remind me of a few nearby steps.
- Failure is understandable:When you encounter a monster, you will drop a heart and return to the entrance. The collected items will be retained. There is no countdown. You can try again after three hearts are exhausted.
- Retry makes sense:The layout of the same level is fixed, and children can use their previous experience. Different levels use different maps and rules.
- Two sections of route:Place the editor's L ladder on the road against the wall, and the D exit door on a connected wall tile. The door cannot be placed only at the ladder's landing spot; the player must walk a distance along the top of the wall. You can climb up to observe even if you haven't collected all items, then press E to descend the ladder. Guardrails and collision limits on the wall top prevent falling.
- Classroom design boundaries:The child's editor first completes the collection level; subsequent keys and NPC rules are expanded by adults in the level data.
The current difficulty is based on the design assumption: the first level may not take the shortest time due to the long corridor in the original map. After the actual trial teaching, record the turning stuck points, active help-seeking and giving up points, and then adjust the position of the light crystal, the length of the branch or the number of targets in each level.
Evaluate the work and do not give points for "playing fast"
Exit note: ① One of my rules is... ② My friend stopped at... ③ I changed it... ④ I want to try it next time... You are allowed to draw pictures, identify people, or record a local dictation, which will be written by an adult.
Common stuck points and guidance
Where PBL and AI fit into this lesson
The real subjects are fellow testers; the driving question is how to balance challenge and understandability. Children have the right to choose maps and rules. After peer feedback and revision, the work is explained in the classroom exhibition. This is a condensed introduction to project-based learning; more in-depth exploration can be continued in 2–3 subsequent lessons.
AI can be demonstrated by an adult on a screen-casting computer: first listen to the child's intention, ask the AI to repeat it, then bring the suggestion back to the actual game for testing, and finally the child decides to keep it. You can complete the class without an AI account, and the editor runs entirely locally.
Optional prompt words entered by the adult: "I want to make a collection maze for my classmates and friends who are participating for the first time. My friend just stopped at the corner of __. I just want to change __. Please repeat my goal first and propose a verifiable change without adding new gameplay. We will try it out and decide whether to adopt it."
Suggestions for follow-up lessons: The second lesson is dedicated to testing two prompts; the third lesson introduces keys or NPC rules, predicting them on paper first, and then assisting adults to implement them. Companion trials and one modification are still retained each time.
Project Design Reference PBLWorks: Gold Standard PBL Project Design Elements. This class process and age-specific scaffolding are independently designed by AHALab.
Traceable learning objectives
Main Bloom level: Creation (make a level); Support level: Evaluation (select modifications using trial play evidence). The source subject names are retained in the table below. The Chinese activities are designed to be transferred to this course and do not mean that all the requirements of the corresponding source subjects are completed.
Insufficient scaffolding: Body turning exercises → Pointing to the sketch to illustrate → Adults model writing a behavioral note. There is no elimination threshold for age tags. Only cite the topics and maps, and do not copy the text of the upstream course standards.
Marble Skill Taxonomy (v1) · © Generative Spark, Inc. (Marble) · withmarble.com · licensed under ODbL 1.0 (database) and CC BY-SA 4.0 (content).