Video game homeschool unit study

“Want to play
the game I made?”

Turn their love of gaming into a reason to read, experiment and think for themselves. Your Player explores history, brain science and online decision-making through hands-on challenges while designing and coding a game they can proudly share.

  • Ages 7 to 11Grades 2 to 5
  • 8 worldsOne original game
  • Guided lessonsNo coding experience needed

Social studies, STEM & the arts

Critical thinking they can put to work

History & geography

Read the clues history leaves behind

Map five ancient games and use surviving boards, pieces and written records to understand how people played. Meet inventors whose ideas changed what games could do.

Economics

See who benefits from a business decision

Play through a price war to see why one company’s choices depend on another’s. Consider who benefits when prices change and how business goals affect a game.

Science & critical thinking

Find out whether an idea holds up

Trace the path from eyes to brain to fingers, then measure reaction time in a fair test. Compare results and explain what the evidence can and can’t show.

Math & data

Question what numbers mean

Use rounding, bar graphs and percentages to compare career earnings. Discuss why a top earner’s income says little about what most people can expect.

Reading & writing

Write for a real audience

Discuss biographies, nonfiction and a novel, then develop interview questions and a pitch. Write instructions someone can use and explain the decisions behind the finished game.

Digital citizenship

Recognize pressure online

Examine persuasive offers for missing information and false urgency. Practice setting boundaries, asking for help and repairing harm when an online interaction hurts someone.

Coding & engineering

Work out what to try next

Build a prototype, then use events, variables and if-then logic to turn a plan into code. Record bugs and test whether a change solves the problem.

Art & design

Design for someone else

Create an original character with a 16-by-16 grid and four colors. Plan levels and box art that communicate the game’s idea to another person.

Video game design with MakeCode Arcade

A game they can hand to a friend

Your Player creates an original character and three levels, deciding how the game works and what makes it fair. They write the code, test their decisions and fix problems before adding sound, credits and a title screen.

In World 8, they can put that game on a Kitronik ARCADE handheld and pass it to a friend. Every move on the screen comes from code they wrote.

The handheld is optional and sold separately. The game also runs in free MakeCode Arcade. See the Kitronik handheld.

Kitronik ARCADE 56116 handheld with a micro:bit inserted, directional buttons and a startup screen
Kitronik ARCADE · Model 56116Product photo: Kitronik. Startup screen shown.
Learn what to do when an idea doesn’t work yet.Your Player practices breaking a problem into smaller steps, testing a change and using the result to decide what to try next.World 4 and 6 build example

Eight careers in gaming

Discover where their interests could lead

Compare the work and skills behind eight gaming careers, including how steady pay differs from the uncertain earnings of creators and competitive players.

  • Programmer
  • Game designer
  • Artist
  • Sound designer
  • Producer
  • QA tester
  • Gaming YouTuber
  • Esports player

Your Player chooses a role to explore and one skill to practice.

Take a closer look

What can an old game tell us?
Does the evidence support the idea?
Does high pay tell the whole story?
What will this code make happen?
When does a joke stop being funny?
Could someone play without your explanation?
Optional sample · World 2

Try “Program the Robot”

A short challenge to see how a lesson works.

Can your Player
find the bug?

The robot needs to reach Star 2. Run the program, watch where it stops, then change the order of the commands.

Program the RobotGoal: ★ 2
Start Wall★ 2 Your goal

The grid has six rows, counted from top to bottom, and six columns from left to right. The robot starts at row 6, column 1. Star 2 is at row 2, column 5. Walls block row 3, columns 2, 3 and 4, and row 5, column 5. Each command moves one square. The robot stops if it meets a wall.

Your eight commands

Select a card to change its place.

The robot starts in the bottom-left corner. Run the program and watch where it stops.

A little hint

The robot turns right too soon. Can you move an UP card so it gets above the wall first?

The interactive controls need JavaScript. You can still read the grid and commands, or browse the activity pages below.

On paper, you’re the robot.

In the unit, your Player arranges the command cards and you move a coin across the grid. They find the mistake, test a change and explain why it worked. The guide gives you the directions and questions.

This is a browser adaptation of one activity. Press Start is a printable PDF unit; MakeCode Arcade lessons begin in World 4.

One small challenge from an eight-world game-making adventure.

Get Press Start · $29.99

Explore the eight worlds

The included Level Map showing the route through all eight Press Start worlds
The big question

“How can I make a game that’s fun, fair and safe for my friends?”

01The Lost Game TempleGames before screens

Map five ancient games and examine what their surviving boards and pieces reveal. Change a rule to find out how it changes play.

Add to the game: A core mechanic and an original game concept.

02Bouncing Dot LabThe first video games

Meet Jerry Lawson and explore the first video games. Give a pretend robot precise instructions and test a repeated action through Table Pong.

Add to the game: A core loop, tested through a tabletop prototype.

03Insert Coin CityThe arcade boom

Explore the arcade boom and the business of earning quarters. Create a pixel hero and plan challenges that keep a game fair.

Add to the game: A paper sprite and three level maps.

04Console Clash CanyonGame machines and competition

Put consoles in historical order, then play through a price war to see how competing companies’ choices affect each other.

Add to the game: A digital hero that moves and talks.

05Castle FirewallKindness, trust and safety online

Practice setting boundaries and repairing harm while learning to recognize pressure, question missing information and ask for help online.

Add to the game: Community rules, a help plan and a Designer’s Pledge.

06Neuron JungleGames and the brain

Run a reaction-time experiment and explain what the evidence shows. Explore how challenge and rewards keep us coming back for one more try.

Add to the game: Working score and lives, plus a one-page game plan.

07Bug Hunter HQGame studios, careers and testing

Write interview questions, investigate eight careers and use math to compare earnings without confusing exceptional success with typical work.

Add to the game: Three playable levels using if-then logic, plus a bug report.

08Launch Pad SummitPolish, share and launch

Write a manual and design box art for someone new to the game, then present it and use feedback to make improvements.

Add to the game: Version 1.0, ready for family and friends to play.

Inside the Press Start unit study

Eight connected worlds bring history, science, math, reading, writing, art and beginner coding into one game-design project for ages 7 to 11.

  • Step-by-step teaching plansDiscussion prompts, book and supply lists, technology setup and optional Family Nights.
  • Player activities and reflectionsExperiments, design challenges, game-maker cards and a 32-page Dev Journal to record ideas, reflect on discoveries and track improvements.
  • Game-building guidanceMakeCode instructions, troubleshooting notes and testing pages for developing their game.
  • Launch-day materialsBox art, a game manual, invitations and a certificate for sharing what they’ve made.

What you’ll need

Everyday supplies

A printer, cardstock, scissors, glue, small stickers and simple materials such as an egg carton, dried beans and ping-pong balls.

A device with internet

Use a laptop, Chromebook or supported tablet with free MakeCode Arcade and Google’s Interland. Nintendo Switch activities are optional.

Optional handheld: Kitronik ARCADE model 56116, a micro:bit V2, three AA batteries and a micro-USB data cable compatible with your device.

Five books

  • Jerry Changed the Game!Don Tate
  • Game On!Dustin Hansen
  • Staying Safe OnlineLouie Stowell
  • The BrainSeymour Simon
  • Marcus Makes It BigKevin Hart with Geoff Rodkey

Is this right
for your family?

What ages and grades is Press Start designed for?

Press Start is designed for ages 7 to 11, roughly grades 2 to 5. An adult Guide leads the discussions and activities using the teaching plans, with no previous coding experience needed.

Is Press Start a video game or a printable unit study?

Press Start is a printable homeschool unit study delivered as PDFs: Start Here, the combined Worlds 1 to 8, and the Dev Journal. Your Player creates their own game using the separate, free Microsoft MakeCode Arcade editor. Books, supplies and optional hardware are not included.

Do we need to know how to code?

No. You’ll guide each session using the provided instructions and troubleshooting notes.

Is this a full homeschool curriculum?

Press Start is a coding unit study for elementary homeschool, with social studies, science, math, reading, writing and art woven through the game project. Use it alongside your regular math and language arts programs.

What kind of coding will my Player learn?

Your Player learns block coding in Microsoft MakeCode Arcade, using events, variables and if-then logic to build their game. They practice debugging by testing the code, finding bugs and making changes.

Do we need the Kitronik handheld?

No. Your Player’s game runs in free MakeCode Arcade. Transferring it to a handheld is optional.

How do hands-on activities and coding fit together?

Worlds 1 to 3 focus on paper, games and hands-on prototypes. Coding begins in World 4, with experiments, reading and movement continuing throughout. Some optional activities and Family Nights use screens.

Do we follow the worlds in order?

Yes. Later activities use the character designs, level plans and code created in earlier worlds.

What does the online-safety world cover?

World 5 covers kindness, trust, boundaries and help-seeking, plus an adult-previewed lesson on unwanted content and requests for pictures. Readiness guidance and Gentle Mode wording let you choose how to approach it. No explicit images are shown.

Do I have to print every page?

No. Each session lists what to print. Guide pages can stay on screen; the Player activities and Dev Journal are designed for printing.

Can siblings use it together?

Yes. The household licence lets you print a Dev Journal and Player pages for each Player.

Their next favorite game could be their own.

Get Press Start

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