Online – STEM Activity: Neuromotor Training with BBC Micro:bit


This activity is part of a larger unit conducted at KIOSC, however due to current restrictions, we are able to have students participate in the STEM activity online.

The overall aims of this program are to:

  • Introduce you to Neuromotor Training – what it is and its potential
  • Develop your coding skills – using BBC micro:bit simulator and the MakeCode environment
  • Engage you in the Design Thinking process – giving you the opportunity to use this powerful process together with your coding skills, to design and make your own Neuromotor Training application

Program Overview

Part 1 – Introductions to Neuromotor Training, BBC micro:bit and MakeCode (~ 30 mins)

This is where you will learn what Neuromotor Training is and who it can benefit, and see some examples of it.  You’ll also be given an overview of the BBC micro:bit device, and the MakeCode environment which you will use to write code for the micro:bit simulator.

Part 2 – Coding Modules (~2-10 hours, depending on delivery)

This is where you will learn how to code various games and other programs to run on the micro:bit simulator in MakeCode. Aside from following along with the tutorials and adding new programming blocks and concepts to your skill-set, you will get opportunities to play around with the code however you like, as well as to consider how you might adapt it for Neuromotor Training purposes.

Part 3 – Design Thinking (~30 mins)

Using the Design Thinking process, you will come up with ideas for your very own Neuromotor Training applications on the micro:bit and start to make and test prototypes for them in MakeCode. You will then be able to bring these designs with you to KIOSC, where you’ll get to bring them to life using actual micro:bit devices!

Curriculum Focus

Digital Technologies / Mathematics / Science/ Humanities 

Special Notes:

  1. KIOSC will conference with the classroom teacher to show them the activity.
  2. The activity is designed to be completely independent of the classroom teacher. The teacher just sets the timeline for students to complete the activities.
  3. If required, KIOSC will negotiate a time to run the LIVE introduction (30 minutes)  and LIVE Lab session (30 minutes). The session can be in Teams, Collaborate, Webex, Youtube Live.
  4. All materials are included – TEACHER Notes – complete with guide and all answers.
  5. The Classroom teacher will need to provide student names and emails to KIOSC. This is so students can be given access to the security into the program.

The online program can be conducted over the suggested timeline . It is up to the classroom teacher.

Max Students: