Classroom Field Guide

SuperWEIRD for Teachers

A facilitation sheet for the moments students actually need help

A printable classroom guide that stays out of the way until students hit the real friction points: controls, first goals, formulas, splitters, shields, and upgrade choices.

Printable

Clean print stylesheet for paper handouts.

Checklist ready

Tap-friendly checklists that stay saved on this device.

Read-aloud ready

Scripted prompts for moments when you do not want to improvise.

Play Session

SuperWEIRD Education Build

Use the guides side-by-side with the live game. Open this page on an iPad, print it, or keep the prompts nearby while you route robots coming out of the Mysterious Robot Spawner.

Use this guide as intervention, not narration. Let the game teach what it already shows through cause and effect. Step in when students hit the parts that are not always obvious from play: controls, the first goal, reward formulas, the first new robot crowd, shields, splitters, and upgrades that change coin drops.

Start Here

Use this launch line and then start the run:

One player uses WASD. One player uses Arrow keys. First goal: make clubs, arm robots, beat the first boss, then compare the two formulas before choosing a reward.

  • Students know their controls.
  • Students know the first goal.

Optional temporary roles if a pair needs structure:

One player can carry and craft first. The other can watch robot flow, fight, and call out what the system needs.

  • Each pair has a simple starting role split if needed.

What Not to Explain First

  • Do not spend time explaining co-op values, equal-player language, or long story setup. Most students already understand co-op, and the run teaches teamwork better than a speech.
  • Do not make students click the robot spawner just to introduce the robots. It adds one more action without helping the first decision.
  • Do not pause only to explain routing in the abstract. Pause when a new decision actually blocks progress or creates confusion.

Intervention Points

1. “What do we do first?”

Say:

Make clubs, give them to robots, and get through the first boss. Ignore later systems until that loop works once.

  • Students reached the first boss without extra front-loaded explanation.

2. The First Formula Reward

Say:

Solve both expressions, then choose. A wrong choice does not end the run. You just get the less useful reward this time.

Ask:

Which result is bigger?

Which reward helps our team more right now?

If the two options happen to be equal, say:

These two are equal, so either choice is fine. The useful part is noticing that they are equal.

  • Students know that formulas change rewards, not survival.
  • Students compared at least one pair of formulas before choosing.

3. The First Coin Decision

Say:

Read each upgrade as a sentence about the problem it solves right now.

Some upgrades help damage. Some help production. Some weapon upgrades also increase the number of coins a boss drops.

Ask:

Are we short on damage, production, survival, or future coins?

  • Teams named a bottleneck before spending coins.

4. The First Shield

Say:

A shield helps a robot stay alive longer in a fight. Watch the robots near the boss and compare how long shielded robots last.

Ask:

Right now, do we need more damage, more survival, or both?

  • Students know where to look to see what shields change.

5. The Post-Boss Robot Crowd

Say:

If a new crowd of robots appears after the first boss, that means the system just got wider.

Do not run around randomly. Click or tap the new routing point or splitter and send that stream somewhere on purpose.

If a team freezes, point at the new flow and say:

This is the next lever. Open it, choose a direction, and watch which lane becomes starved or starts moving again.

  • Teams used the new robot flow intentionally after the first boss.

6. The First Splitter

Say:

A splitter divides one stream of robots into two jobs.

Fifty percent means half. Twenty-five percent means one quarter. Seventy-five percent means most of the robots go one way.

Ask:

Do we really need this many robots on the sawmill, or is another part of the system waiting?

What evidence on screen tells us that?

  • Students adjusted a split percentage on purpose.
  • Students connected percentages to visible results in the system.

7. Co-op Controls

If students ask who presses what, say:

One player is WASD. One player is Arrow keys. Use short jobs at first, then swap if one role gets overloaded or boring.

  • Pairs can restart roles quickly if control confusion slows the run.

Fast Rescue Questions

Use questions like these instead of long explanations:

  • What changed on screen right before the system slowed down?
  • Which lane is waiting right now?
  • Are we choosing the bigger answer, or the answer that fixes today’s bottleneck?
  • What do shields change in the fight?
  • Which upgrade might help us earn more coins from bosses?
  • If the splitter says 50%, how many robots out of 10 go that way?

Debrief

Ask:

What was the bottleneck in this run?

Which choice changed the run the most?

What should this team test next time?

  • Teams named one decision and one piece of evidence from the run.

Standards Note

This is best described as an activity that supports practices related to NGSS MS-ETS1 Engineering Design, especially for grades 6-8. For younger learners ages 6+, it works best when the adult keeps explanations short and points attention to visible cause and effect.