Tickle's in-app store is stocked with lessons and unit plans, and the website and social media platform highlight ways teachers have used Tickle in their classes, from solving equations using number lines to geometry lessons. Since Tickle can work with a variety of devices, it's quite adaptable. And if robotic devices aren't available for all students, students can program 3D or augmented-reality (AR) games.
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Rather than controlling only one robot or device, Tickle lets students control a variety of robots, drones, Arduino boards, and other smart devices. Navigation includes Projects, where students can see demo programs, alter them, or create new ones; Courses, which takes students out of the app and online to view even more demos and lessons; and Devices, which highlights the Star Wars BB-8 robot, several droids, Arduino Bean, Dash & Dot robots, Sphero, and more.
To create the programs, students drag visual blocks of code into place, linking them to create the program. If they don't have a device, they can still program in-app games using 3D or augmented reality (AR).
Dragging blocks of code into place and customizing bit and pieces -- such as colors, directionality, and sounds -- is the standard for teaching basic coding, and that's just the way Tickle does it. The interface isn't all that unique, but the implementation sets it apart, allowing students to see that code runs all kinds of devices and tools.
The process is scaffolded so that every student can be successful. A program is already loaded when students open the app, and a hand guides them through the features. They're then left with the program in place to play around and make any changes. Once they're ready for more of a challenge, students can start their own programs from scratch. Self-assessment is built in as the programs run: Students will inevitably hit a snag where the program stops or doesn't perform as expected, and then they'll have to re-evaluate, redo, and try again.