What to Expect At Your School Visit

The PORT-Able Learning Lab offers immersive learning and classroom experiences for grades K-12.

 

Grades 9-12

Co-developed with educators and Port of Corpus Christi employees, the first-of-its-kind game-changing, game-based learning Breakout Box Environmental Mission debuts in Spring 2023 onboard the PORT-Able Learning Lab!

Inside the lab, students will embark on an immersive adventure using computational thinking and the practices of science and engineering to crack a series of puzzles to help the Port of Corpus Christi prepare for a new client site. From the moment they step inside this custom-built shipping container, students experiment with augmented reality, game-based learning, and touchscreen walls, building their critical thinking, collaboration, and problem-solving skills – all without leaving the school parking lot.

 

Grades K-8

The two-part PORT-Able Learning Lab student experience uses game-based learning to teach new content and continues the learning in the classroom with extension activities that allow students to continue exploring the topic and related content through hands-on laboratory investigations. This program is composed of two parts: onboard the lab, and in the classroom. The PORT-Able Learning Lab is available to visit qualified schools at no cost, thanks to the Port of Corpus Christi!

Students enter the Port of Corpus Christi’s intern headquarters where they will need to work together to solve puzzles using a project file that was left behind by their supervisor. Can they plan the project and meet their deadline in time? Time starts as soon as they arrive.

The Port of Corpus Christi’s Environmental Mission takes high school students on an immersive adventure using computational thinking and the practices of science and engineering to crack a series of puzzles to help the Environmental Team decide on mitigations for a new client site. From the moment they step inside this custom-built 22-foot shipping container, students experiment with augmented reality, game-based learning, and touchscreen walls, building their critical thinking, collaboration, and problem-solving skills.

Through progressive gameplay, students will focus on measures to protect wildlife in the area, diminish nuisances for residents, and reduce emissions. Participants will explore the different mitigation strategies for each and assess the strategy’s ability to meet the goal while also meeting certain criteria (cost, species population, and emissions). Puzzles include a planning simulation, and selecting from different materials, seasons, and environmental mitigation options to evaluate the effectiveness of the plan to meet the goals provided. Students also analyze and interpret data as they learn about emissions using graphs and migration patterns using augmented reality.  Each 30-minute mission session accommodates up to 10 participants.

Onboard Game Experience Specifications

  • Student Capacity: up to 10 participants
  • Grade Levels: 9-12
  • Experience Runtime: 25 min
  • Average length of visit: one to two weeks per school
  • Led by Learning Undefeated educators

Experience Goals

  • For participants to become familiar with using practices of science and engineering, including asking questions and defining problems, analyzing, and interpreting data, using mathematics and computational thinking, creative problem solving, obtaining, evaluating, and communicating information
  • For participants to understand critical thinking strategies such as divergent thinking, logic, reasoning, and to learn how to effectively work as a team

Learning Outcomes

  • Students will be able to analyze and interpret data
  • Students will be able to use basic math operations to solve a puzzle
  • Students will be able to solve puzzles using computational thinking
  • Students will be able to manipulate a model to understand
  • Students will be able to make a conclusion and form an argument supported by evidence

Learning Undefeated’s onboard game experiences* take place inside the shipping container and use immersive reality, light, sound, touchscreen walls, and interactive gameplay to build understanding of relevant classroom concepts. Learning Undefeated currently offers two experiences as part of this program.

Onboard Game Experience Specifications

  • Student Capacity: up to 12 participants (may be fewer depending on health restrictions at the time)
  • Grade Levels: K – 8
  • Experience Runtime: 30 min
  • Average length of visit: one to two weeks per school
  • Led by Learning Undefeated educators

Engineering in Agriculture (Grades K-3)

Students explore topics from seasons, weather, and ecosystem management through the lens of the engineering design process.  Through interactive gameplay and team collaboration, students help a farmer to solve a few of the problems they’ve encountered. As a group, students decide on which solution(s) to implement, keeping in mind their constraint (budget) and their criteria (goal).  The experience uses projection mapping and interactive screens to provide students with an immersive game experience.

Chemical and Physical Changes (Grades 4-8)

Students view and collect information via video of a reaction. As a group, students make claims and use evidence to form arguments as to whether a presented reaction was a physical or chemical change.  The experience uses projection mapping and interactive screens to provide students with an immersive game experience.

The onboard experience is accompanied activities to support grades K-8 classroom instruction These activities provide authentic, real-world learning co-developed with teachers and STEM industry subject matter experts. The in-classroom program provides instructors, plus all necessary supplies, equipment, and technology. All activity handouts and materials will be provided at the teacher pre-visit.

In Classroom Experience Specifications

  • Student Capacity: 40
  • Grade levels: K – 8
  • Activity Runtime : 45-60 min
  • Led by Learning Undefeated staff

The True Story of the Three Little Pigs (Grades K-2)

In this design challenge, students will receive a problem from the story The True Story of the Three Little Pigs by Jon Scieszka. In the story, the wolf tells his side of the story of the The Three Little Pigs. The wolf was planning to bake a birthday cake for his grandma and needed to get a cup of sugar. However, on his journey he sneezes and blows down the homes of the three little pigs. The students will be presented with the following problem, “The eldest brother of the three little pigs is looking to rebuild the destroyed homes in his community after the sneezing wind disaster caused by the wolf.” Students will put on their engineering hats to help the eldest brother rebuild homes in the community. Students will engage in a STEM challenge to build a home in 25 minutes that can withstand the wolf’s sneeze for 5 seconds. Teams will receive bonus points if their home can withstand the wolf’s super sneeze for 5 seconds while protecting the pig inside.

Jack & the Beanstalk (Grades K-2)

In this design challenge, students will receive a problem inspired by the story Jack and the Beanstalk by Carol Ottolenghi. In the story, Jack climbs a magical beanstalk where he finds a castle that he steals several items from before returning home. The students will be presented with the following problem: “Jack wants to go back to the castle in the sky to return the hen and the harp he stole, but he is out of magic beans. He does not know how he will get back to the castle. Today, you are going to put on your engineering hat to help Jack build a “beanstalk” that can reach all the way to the giant’s castle in the sky so he can return the stolen items.” Students will engage in a STEM challenge to build the tallest structure in 25 minutes that can hold a toy figure (Jack) for one minute. Teams will receive bonus points if their structure can withstand a 30-second windstorm before Jack safely returns to his home on the ground.

Maintaining a Balance (Grades 3, 4, 5, 7, 8)

In this design challenge, students will discuss ecosystems and take part in a species survival demonstration. This demonstration will challenge students to remove as many species from the environment as possible within one minute and discuss their results.  The students will then be presented with the following problem: “Our ecosystem’s population balance has gone out of control. We need to fix our ecosystem to make sure there is equilibrium amongst the species.”  The students will put on their engineering hats to assist in maintaining species populations within an ecosystem. The teams will have an opportunity to design a tool to remove the invasive species and restore balance to the ecosystem.

Circuits (Grades 4-6)

In this design challenge, students will receive the task of improving an existing toy design called a Wigglebot. The Wigglebot can wiggle through the use of a DC motor, a machine that transforms electric energy into mechanical energy in the form of rotation. Students will learn about electricity and circuitry before taking on the challenge of adding more features to this toy. The students will be presented with the following problem: “Maria’s company currently sells Wigglebots, but has gotten feedback from her market research that they need to do more than just wiggle. She is looking to improve the design of this toy to include more features while keeping its’ same look.” Students will put on their engineering hats to help Maria improve the design of her toy. Students will engage in a STEM challenge to design a Wigglebot that can produce light and sound while still being able to wiggle.

Questions?

Don’t hesitate to contact our team at portablelab@learningundefeated.org!

CC_Logos