From research notes to pixelated worlds, Grade 4 students brought their learning to life in an exciting way, turning animal research into fully playable video games using the Bloxels Edu app.
The five-week unit began with teachers Rebecca Keogh and James Hunton guiding students through the foundations of nonfiction reading. Students explored text features, key vocabulary, and a range of text structures, including hybrid texts that blend narrative and informational writing. A central skill throughout was learning to paraphrase rather than quote directly, and to cite sources accurately using the MLA (Modern Language Association) format.
“I was really happy that we could actually make a video game,” said Sameera Mehra ’34. “We’ve never done something like that, and it’s really cool.”
Students applied this knowledge as they researched an animal of their choice, using a graphic organizer to catalog their findings under the categories of food, lifestyle, body features, and habitat.
Students then shifted into roles as artists and game designers as they planned a video game featuring four rooms, one for each research category, with factual story flags throughout to educate players. Every design choice was intentional: the main character was coded to resemble and move like the real animal, natural predators represented enemies, and the backgrounds mirrored the animal's habitat. All elements were built on pixel grids, requiring students to think geometrically as they captured curves and movement using only squares.
The process was deliberately scaffolded, with Keogh and Hunton modeling each step, providing grid paper for planning, and offering individualized feedback on both animation and technology. Students gave and received peer feedback throughout, using multiple iterations to refine their game worlds for both educational value and balanced gameplay.
“Many students took their learning beyond the classroom and wanted to create their projects at home, and even teach family members how their games worked,” said Hunton, reflecting on the impact of the lesson. “This level of engagement highlighted not only their growing technical skills but also their ownership of the learning process and pride in their work.”
The project's culmination on April 24 transformed the Grade 4 classrooms into an animal arcade, with friends and family invited to experience the excitement for themselves. Students proudly described every detail of their games and offered tips on navigating their worlds as players competed to complete each level. Beyond the screen, students presented their research and design sketches, showcasing their knowledge of their chosen animal, and shared their perseverance in overcoming challenges.
“The game outline with all the rooms was challenging because you had to map it out,” said Jack Weisel ’34. ”Trial and error helped to finalize my game and make it successful.”