Computational Thinking PO2/PO3

This activity is a CT PO2/3 activity.  This is the follow up activity to our  Cardboard Vending Machine activity.  In this follow up activity, we set four challenges for the students to solve, each one requires some coding, some re-design or re-build of their base cardboard vending machine.

It is hoped that this activity will inspire your students to follow their own course of inquiry and voyage of discovery based on this initial concept.  One of the the improvements we have considered is to update the vending machine into a bored pet entertainment centre!  We envisage the vending machine having four exits for treats and the machine randomly drops out treats at random times, after either making noises, having flashing lights or even moving, all to keep a pet intrigued and entertained.

To use this resource, simply make a copy of this resource and rename it so that you become the owner of it then adapt it to meet the learning needs/intentions of your students/planning.  If you want us to make more of this kind of resource please contact us at david@dakinane.com and we will make more resources to share with you, related to your need.