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Teaching Method
Traditional
Teacher-centered curriculum commonly used in classrooms that may include a text, teacher manual, tests, etc.
Charlotte Mason
A methodology based on the work of a 19th century educator who maintained that children learn best from literature (Living Books), not textbooks.
Classical
A methodology based on the Latin Trivium (three stages of learning), including the grammar stage (memorization and facts), logic stage (critical thinking), and rhetoric stage (developing/defending ideas).
Unit Study
A thematic or topical approach centered around one topic that integrates multiple subject areas.
Montessori (Discovery)
A methodology based on the work of a 20th century educator that emphasizes student and sensory-driven discovery learning and real-life applications.
Other
Other methodologies
Religious Content
Secular
Contains content contrary to common Christian beliefs (i.e. evolution).
Neutral
Avoids religious or theoretical topics or presents multiple viewpoints without preference.
Christian/Religious
Faith-based or including instructional religious content.
Learning Modality
Auditory
Learns through listening, talking out loud or reading out loud.
Visual
Learns through seeing, prefers written instructions and visual materials.
Kinesthetic/Tactile (Hands-On)
Learns through moving, doing and touching.
Multi-Sensory
Curriculum that employ a variety of activities/components.
Presentation
Sequential
Curriculum progresses through well-defined learning objectives. Emphasizes mastery before moving to the next topic.
Spiral
Topics and concepts are repeated from level to level, adding more depth at each pass and connecting with review.
Conceptual/Topical
Focus is on the “why,” often with a unifying concept as well as specific skills; coverage may be broader.
Teacher Involvement
Low Teacher Involvement
Student-led materials; parent acts as a facilitator.
Medium Teacher Involvement
A mix of teacher-led time and independent student work.
High Teacher Involvement
Teacher-led lessons; may utilize discussions, hands-on activities and working together.
Additional Materials Required
No other materials needed
Everything you need is included.
Other Materials Required
There are additional required resources that are a separate purchase.
Other Materials Optional
There are additional resources mentioned or recommended but are not absolutely necessary.
Encourage basic coding skills in young learners with this fun sequencing activity. The space rover features a button wand on the top of it that allows the user to enter a sequence of movements. Included are direction cards so the user can keep track of which directions were entered. The forward and backward buttons move the rover 4” in either direction with each button press. The right and left buttons turn the rover 90 degrees in either direction. Includes several example challenges that involve entering a sequence to reach the space rock without crashing into the astronaut. Up to 100 steps can be entered in a single sequence! Create obstacles for the rover by using various household objects and school supplies to navigate around and avoid. Includes 1 rover, 1 astronaut, 1 magnetic space rock, 20 direction cards and instructions. 24 pieces total. Requires 3 AAA batteries, not included. ~ Brianna
Publisher's Description of Space Rover Coding Set
Your screen-free coding skills will take a giant leap with the help of this space rover coding activity set! Inspired by our bestselling Code & Go Robot Mouse, this set challenges kids to code their lunar rover through customizable mazes to get to the astronaut and save the day. Solve dozens of coding challenges with the set’s activity cards, or explore open-ended play with the help of tile pieces that can be rearranged into unique mazes.
A
great option for introducing the concept of coding to young children, these
space rover kits involve entering a sequence of directions on the rover’s wand
to navigate around obstacles and collect the space rock or flag. The user must
correctly enter the code or the rover will crash into an obstacle, leading
straight back to the drawing board. Each kit includes cards to help the user
keep track of which directions they’ve entered in a sequence. Once the featured
challenges have been completed, the user can create their own obstacles using
household objects or provided materials. These kits don’t require any screen
use!