Build-a-Bug Lab is an open-ended creativity game. Children design an imaginary insect piece by piece, name it, explain what each body part helps it do, and then release it into one of four habitats to watch how it moves. There is no losing, no timer, and no reading required β a friendly narrator speaks every prompt aloud (with matching on-screen captions). Creations are saved to a Bug Journal the class can revisit.
| Code | Standard | How Build-a-Bug Lab addresses it |
|---|---|---|
| 1A-AP-08 | Model daily processes by creating and following algorithms (sets of step-by-step instructions) to complete tasks. | Building a bug is an explicit sequence β body β legs β wings β feelers β eyes β paint β name β habitat. Lesson 2 has students write their build steps as an "instruction recipe" a partner then follows to recreate the bug. |
| 1A-AP-09 | Model the way programs store and manipulate data by using numbers or other symbols to represent information. | The Legs tab shows one quantity four ways at once β numeral, number word, dot row, and pair count β and each saved bug is a bundle of choices (shape, colors, leg count) the journal stores and redraws exactly. |
| 1A-DA-05 | Store, copy, search, retrieve, modify, and delete information using a computing device and define the information stored as data. | Students save bugs to the Bug Journal, reopen them later, and delete ones they no longer want β a concrete first experience of stored data that persists between sessions. |
| Code | Performance Expectation | How Build-a-Bug Lab addresses it |
|---|---|---|
| 1-LS1-1 | Use materials to design a solution to a human problem by mimicking how plants and/or animals use their external parts to help them survive, grow, and meet their needs. | The Name & Explain screen has children assign a survival function to every external part they chose (structure β function), and the habitat scene shows those parts producing real behavior (wings β flight, hopper legs β jumping). |
| K-ESS3-1 | Use a model to represent the relationship between the needs of different plants or animals (including humans) and the places they live. | Children choose a home for their bug from four contrasting habitats; the game gives feedback when a bug's stated adaptation fits its habitat ("Great match! β¦ perfect for the night forest!") and shares a habitat fact when it doesn't. |
| Code | Standard | How Build-a-Bug Lab addresses it |
|---|---|---|
| K.CC.B.5 | Count to answer "how many?" questions about as many as 20 things arranged in a line, a rectangular array, or a circleβ¦ | Children count legs (0β10) with the narrator, then check the on-screen dot row and numeral. |
| 2.OA.C.3 | Determine whether a group of objects (up to 20) has an odd or even number of membersβ¦ | Legs only come in pairs, so every leg count is even β a springboard for asking "Could your bug ever have 7 legs? Why not?" |
| K.G.A.2 | Correctly name shapes regardless of their orientations or overall size. | Body-shape selection uses shape names (round/circle, oval, triangle) at different sizes and orientations across builder, journal, and habitat views. |
| SL.K.4 | Describe familiar people, places, things, and events and, with prompting and support, provide additional detail. | Naming the bug and presenting its journal card ("This is Ziggy, her curly feelers help her smell yummy food far away") is a supported oral-description task. |
Symmetry is presented informally, as age-appropriate for Kβ2; formal line-symmetry work (CCSS 4.G.A.3) makes a natural extension for older students.
Objective: Students count to 10 accurately and discover that counting by pairs always lands on even numbers.
Discussion: Why do legs come in twos? How many legs do real insects have (6)? If each pair is 2, how do we count 2-4-6-8-10?
Objective: Students design an animal whose external parts match the needs of a chosen habitat, and explain each structure's function.
Discussion: Which part was most important for your habitat? What would happen to a desert bug in the pond? Which real animal has a part like your bug's?
Objective: Students describe a creation in detail using shape, number, color, and function words, speaking in complete sentences.
Discussion: Which describing word painted the best picture? What's the difference between what a bug has and what a bug does? Was any part of your bug NOT symmetric?
Invent a habitat the game doesn't have (a snowy mountain, a rainy jungle, under a sink!). Students build a bug for it, save it to the Journal, and present it.
| Level | What it looks like |
|---|---|
| π± Sprouting | Builds and names a bug; counts its legs with help; names at least one body part. |
| π Crawling | Counts legs and pairs independently; names the body shape; explains what one part helps the bug do in its own words. |
| π¦ Flying | Explains two or more part-function matches AND connects them to the invented habitat ("big eyes because it's dark under the sink"); uses words like pattern, pair, symmetry, or habitat correctly while presenting. |