CodeSnaps is a free collaborative coding environment designed for K12 classrooms. Students create a code which runs the robot through specific tasks. In a classroom setting, students can be divided into 4-person teams; each student is assigned a role. In this scenario, printed code blocks are used to write the code and then scanned into the app to run the code. Only one iPad and one robot is required. CodeSnaps code can also be created directly on the app by dragging the desired commands into the program. In this scenario, individual students or small groups can create the code directly in the app.
Student Roles
Product Manager – Student who devises the steps necessary to navigate the obstacle course.
Lead Coder – Student who oversees code development, using information from the Domain Expert.
Tester – Student who runs the robot through the course, noting any errors (also known as bugs).
Domain Experts – Student(s) who measure the course and write down any additional requirements for completing the course (e.g., changing colors, turning).
A variety of CodeSnap activities are available on the Curriculum Pathways website. Below is a video demonstrating a fun CodeSnaps activity as well as how to run a CodeSnaps session. View the written instruction plans on how to set up the obstacle course used in the video: Creating the Obstacle Course Instructions. The obstacle course requires that the robot (the round Sphero is used in the video) moves straight from the starting point to the 18′ yellow circle, turns right and moves to the 18″ blue circle, turns left and moves to the finish line. Read the steps for the Obstacle Course Activity here. View the Obstacle Course video below:
Obstacle Course: The obstacle course is a physical course, which makes the activity accessible for students who are blind or low vision. If colors are used, different textures or braille can be added as a modification. Students who cannot see color will need to ask if the robot turns color when on the circle. (In the Obstacle Course activity, the Sphero is programed to flash yellow on the yellow circle and blue on the blue circle.)
Printed coding blocks: It is recommended to laminate the printed coding blocks. Once they are laminated, each block can be brailled or a braille tag can be added on top of the coding block. Note: The braille should NOT cover the bar codes!
App Accessibility: The app works well with VoiceOver; however, placing the code blocks in the correct position in the code is currently not possible without vision.
Drag-and-Drop the coding commands (Double tap and hold, then drag to the right side of the screen. Note: The code blocks are meant to lock together (a click is heard when they do lock together); however, VoiceOver does not give any hints as to where existing code blocks are located or where to drop the code block so that they connect with other code blocks.
There are a couple of minor buttons that are not labeled correctly. (Log in button is labeled as “item button” but the long description includes ‘log in dialogue’; increase and decrease size buttons.)
When selecting the degrees of a turn, a circular dial pops up and VoiceOver announces, “image”. With VoiceOver running, the dial does not turn. However, if you double tap on the dial, “315” is automatically inserted into the command. The “315” can be edited. (OLD REACTION)
Update! When selecting the meters to move forward or the turn degrees, double tap on the “0.0” In the popup menu, swipe right several times to move to the Picker Item. Then adjust the value by swiping up or down. Left swipe to the Done button when finished.
Sphero: The only piece of the game that is not accessible for a student without vision is calibrating the Sphero. Calibrating requires vision to align the blue light at the “tail” end of the Sphero ball in order to determine where forward is.
This video demonstrates how to calibrate the Sphero ball.