Code of Aegis Lesson Plans

Lesson Plans

Help your students get the most out of their game interactions by preparing the class for success.

Looking for the best way to interact with your students and prepare them for understanding the concepts in Code of Aegis? Start with these easy-to-follow lesson plans that correlate to each chapter and key topic in the game.

Each lesson plan includes the estimated time to complete, national standards alignment, learning objectives, relevant vocabulary, a lesson introduction and conclusion, possible chapter question(s) and solution guide, and lesson extensions, when applicable.

Here, you will also find an alignment to National Standards and guides on exporting code from the game to physical robots.

Code of Aegis Lesson Plans

Game Chapter

Key Topic and Description

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Chapter 1.1
Reach for the Surface
Engineering Design Process: In this lesson, students will learn about the engineering design process and use it to solve a problem. Through graphic novel and dialogue, students will be given the definition of each step in the process and asked to answer multiple choice questions that relate to the learning. Download PDF
Chapter 1.2
Lulu am Follow Sydney
Writing Narratives: In this chapter, students will reinforce the learning they received in Chapter 1 on the engineering design process by learning how to write a narrative. Within the storyline of this chapter, students will be given an illustration of a life jacket and asked to write a narrative to describe the steps to complete the task of properly putting on a life jacket. Download PDF
Chapter 1.3
Moth Eggs and Robot Race
Pseudocode: In this chapter, students will learn about pseudocode and be given a challenge to use pseudocode to describe a task. Through graphic novel and dialogue, the Aegis characters will need to program a robot to win a race. The students will be given a map and instructions on how to move, in order to win the race. They will need to create the pseudocode (from drag and drop blocks) based on the map and the race instructions. Download PDF
Chapter 1.4
The Departure
Flowcharting: In this chapter, students will use pseudocode from the previous lesson to create a flowchart for the same mission. Through graphic novel and dialogue, students will be given the definition of a flowchart and what each shape represents. Students will also learn the importance of sequence of information and how it is linked together to direction and flow of a flowchart. Download PDF
Chapter 2.1
Let’s Get to Work
Distance, Rate, and Time Relationships; Basic Code: In this chapter, students will program a robot to move a specific distance given a speed. Within the storyline of this chapter, students have their initial introduction to code. A completed flowchart and a set of code blocks are given for students to compare.
They will learn the importance of commenting code and how to determine the time needed to travel a specific distance using a formula derived from d= rt.
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Chapter 2.2
The World’s Mouth Festival
Finding Circumference; Applications of Circumference; Basic Code: In this chapter, students will program a robot to move a specific distance by finding the circumference of a wheel based on its diameter, and will then using the circumference to determine how many wheel rotations a robot should perform to travel the designated distance. They will have two missions that require them to use this knowledge and will be assessed through multiple choice questions as well as by the flowcharts and code that they write. Download PDF
Chapter 2.3
Mildly Intelligent
Programming Loops: In this chapter, students will be introduced to coding loops. Within the storyline of this chapter students will be given the definition of a loop and given an example of how a loop was used to make a repetitive task easier to code. Students will learn about using variables, about decision diamonds in flowcharts, and about while loops. Students will also be shown how loops are used to reduce the number of flowchart symbols and the lines of coded needed to complete the mission. Download PDF
Chapter 2.4
From the bottom…
Combining Motion, Variables and Loops: In this chapter, students will use robot movement, variables and loops as a culminating activity. Within the storyline of this chapter students will be given a challenge to create a flowchart and write code in less than 25 lines, using a given map. This is a culminating lesson to assess students’ knowledge of previously learned topics. Download PDF
Chapter 2.5
…To the Top
Program Branching: In this chapter, students will be introduced to branching. Within the storyline of the game students will be given the definition of branching and will learn how it is both similar and different from creating a loop. Students will be given a partially completed flowchart and, based on the mission objectives, will fill in the blank parameters in each symbol. Students will then complete the code to match the flowchart that was created. Download PDF
National Standards
Alignment Chart
National Standards Alignment: Alignment of the Code of Aegis chapter lessons to the Next Generation Science Standards, Common Core State Standards, and Standards for Technological Literacy. Standards Chart
ROBOTC Transfer Guides Exporting Code to Physical Robots: Students can export the code created in the Code of Aegis game to run in physical robots. In the game, after validating code in the Control Room, the “Export Code” button appears allowing for download of ROBOTC code files. Students can save the code and transfer it to a physical robot to run the Code of Aegis missions. CORTEX Guide
EV3 Guide
IQ Guide
NXT Guide