๐ง๐พโ๐คโ๐ง๐พ day-plan
โ๐ฝ Register
๐ก Morning orientation
Learning Objectives
Planning during the week
๐ฃ Steps
If you haven’t done so already, choose someone (volunteer or trainee) to be the facilitator for this morning orientation block. Choose another to be the timekeeper.
๐๏ธ The Facilitator will:
- Assemble the entire group (all volunteers & all trainees) in a circle
- Briefly welcome everyone with an announcement, like this:
๐ฌ “Morning everyone, Welcome to CYF {REGION}, this week we are working on {MODULE} {SPRINT} and we’re currently working on {SUMMARISE THE TOPICS OF THE WEEK}”
- Ask any newcomers to introduce themselves to the group, and welcome them.
- Now check: is it the start of a new module? Is it sprint 1? If so, read out the success criteria for the new module.
- Next go through the morning day plan only (typically on the curriculum website) - and check the following things:
Facilitator Checklist
- Check the number of volunteers you have for the morning
- Check someone is leading each session
- Describe how any new activities works for the group
- Decide how best to allocate trainees and volunteers for a given block - most blocks will make this clear
โฐ The Timekeeper will:
- Announce the start of an activity and how long it will take (check everyone is listening)
- Manage any whole class timers that are used in an activity
- Give people a 10-minute wrap-up warning before the end of an activity
- Announce the end of an activity and what happens next
โฌ โฌ Binary Line-Up
Learning Objectives
โฌ โฌ โฌ โฌ
Let’s count in binary using human beans!
Assign roles randomly. 1๏ธโฃ One person will be the caller, 4๏ธโฃ four people will be the beans and #๏ธโฃ the rest will be the counters.
First four beans, line up facing away from the group. Counters, get in any kind of order so you know who is next.
The caller will say a number between 1 and 15. For example, 8: ๐ โฌ โฌ โฌ
First counter, you will turn the beans around to represent the binary number. If you get it right, go back in the counter group and let the next person count. If you get it wrong, you must become another bean, and the range of numbers will increase!
Example of range increase
๐ง๐ฝโ๐ง๐ง๐ฝโ๐ง๐ง๐ฝโ๐ง๐ง๐ฝโ๐ง Round 1: Numbers 1-15 (4 beans)
๐ง๐ฝโ๐ง๐ง๐ฝโ๐ง๐ง๐ฝโ๐ง๐ง๐ฝโ๐ง๐ง๐ฝโ๐ง Round 2: Numbers 1-31 (5 beans)
๐ง๐ฝโ๐ง๐ง๐ฝโ๐ง๐ง๐ฝโ๐ง๐ง๐ฝโ๐ง๐ง๐ฝโ๐ง๐ง๐ฝโ๐ง Round 3: Numbers 1-63 (6 beans)
๐ง๐ฝโ๐ง๐ง๐ฝโ๐ง๐ง๐ฝโ๐ง๐ง๐ฝโ๐ง๐ง๐ฝโ๐ง๐ง๐ฝโ๐ง๐ง๐ฝโ๐ง Round 4: Numbers 1-127 (7 beans)
…And so on until only one counter remains!
๐ Workshop: Bits and Rats
Learning Objectives
๐งช The Poisoned Wine Puzzle Workshop
Prerequisites
To get the most out of this workshop, you should have done the Logic prep from the SDC, and worked through the 1000 wine bottle problem already. If you haven’t done that course, this game will be a bit bewildering, so you might want to watch this video together first:
๐ญ The Story
๐น๏ธA long awaited party
๐ฉ The Players
- ๐คต๐ป Butlers: The players who will be planning the tests.
- ๐พ Bottles: The players who will be tested.
- ๐ Rats: The players who will be testing the bottles.
๐ฎ Setup
๐กTip
How you play this game depends on how many people you have. If you have fewer than 12 people go to Small Group Workshop. If you have 12+ people, read on.
You will need:
- paper or sticky notes
- pens
- a space large enough to stand in formation
Before you begin. Facilitator, make up a stack of pieces of paper with either 1 or 0 written on. You’re going to hand each bottle player 8 pieces of paper. For 8 bottle players, you’re going to need:
- 7 x 8 pieces with 1
- 1 x 8 pieces with 0
The “zeroes” bottle is the poisoned bottle. You must choose one player to give the zeroes stack to. It’s important that no players know which bottle is poisoned. Fold the paper over so nobody can see whose stack has the zeroes.
Now assign the roles randomly and hand the bottle players their pieces of paper.
๐ฑ Round 1: “The Simple Search” (4 Bottles)
Four people will be bottles. Two people will be rats. Everybody else will be the butlers and come up with a testing strategy. This is your training round. Take your time to understand the game. Success is finding the poisoned bottle.
Four (4) ๐พ Bottles, stand in any order the ๐คต๐ป Butler asks.
Two (2) ๐ Rats, follow the directions of your ๐คต๐ป Butler/s. For each round of testing you must go to the bottle or bottles directed and ask for a piece of paper.
๐พ Bottles, when a ๐ Rat comes to you, hand them one of your slips of paper. Don’t peek!
๐ Rats: ๐ Shuffle your papers if you get more than one, please!
When the ๐คต๐ป Butler yells ๐งช TEST…
๐ Rats open all your paper slips. If you have a 0
on any of your slips, please die as dramatically as you can manage. If the butlers run another round of testing, dead rats can’t be used.
๐คต๐ป Butler, when you are ready to guess the poisoned ๐พ Bottle, go to the ๐พ Bottle and ask for their slip.
Victory condition:
If the paper has a 0
you have won the game! Move to Round 2.
If the paper has a 1
you have lost, alas! Switch roles and play another round with just 4 bottles.
๐ฟ Round 2: “Resource Management” (8 Bottles)
- Eight (8) ๐พ Bottles, stand in any order the ๐คต๐ป Butlers ask and get ready to hand out your slips.
- Three (3) ๐ Rats, get ready to do your most elaborate death, please!
As before, for each round of testing, rats must go to the bottle or bottles directed and ask for a piece of paper. ๐ Shuffle your papers if you get more than one, please!
When the ๐คต๐ป Butler yells ๐งช TEST…
๐ Rats open all your paper slips. If you have a 0
on any of your slips, please die as dramatically as you can manage.
๐คต๐ป Butler, when you are ready to guess the poisoned ๐พ Bottle, go to the ๐พ Bottle and ask for their slip.
Victory condition:
If the paper has a 0
you have won the game! Move to Round 3.
If the paper has a 1
you have lost, alas! Switch roles and play another round.
๐ณ Round 3: “The Time Crunch” (16 Bottles)
You may have to switch to the small group version at this point.
The final challenge! Lots of bottles, few rats, and only one chance to test. You have 16 bottles, 4 rats, and 1 test. Good luck!
๐ Small Group Version
If you have fewer than 12 people, you can still play this game! Nobody will play bottles; everyone will play rats and butlers. Lay the stacks of papers out in a grid. You might want to number the stacks to make it easier to track.
Rats will come up and take a piece of paper from the grid. Just as in the original game, when the butler yells TEST, the rats will open their papers. If they have a 0
they die. If they have a 1
they live. The butler must guess which stack paper has the 0
on it.
๐ Pro Tips for Facilitators
As nobody knows who is the poisoned bottle, the bottles and rats are free to help the butler with their strategy if you choose.
Physical movement helps learning! Encourage people to ham it up and act out their roles.
Use clear commands:
"Bottles being tested by Rat 1..." "RAISE HANDS!" "Lock it in!"
Between rounds, ask:
- What worked?
- What was tricky?
- What patterns did you spot?
Success looks like…
- Players getting faster each round
- “Aha!” moments when binary patterns click
- Excited discussion about testing strategies
- Clear explanations of why solutions work
๐ฒ Games, rules, logic, and strategy
Usually there’s a rota showing who will lead the energiser. We have some favourite games you can play if you are stuck.
- Traffic Jam: re-order the cars to unblock yourself
- Telephone: draw the words and write the pictures
- Set: a game of visual perception
- Mastermind: a game of deduction
- Sudoku: a game of logic
- Mancala: a game of strategy
๐ฝ๏ธ Community Lunch
Every Saturday we cook and eat together. We share our food and our stories. We learn about each other and the world. We build community.
This is everyone’s responsibility, so help with what is needed to make this happen, for example, organising the food, setting up the table, washing up, tidying up, etc. You can do something different every week. You don’t need to be constantly responsible for the same task.
๐ค Learn by Teaching
This sprint you should have prepared to teach one of the following topics:
Topics
- Deduction
- Induction
- Abduction
- Falsification
- The Problem Domain
- Bisection
- Binary Logic
โฐ Timekeeper
The timekeeper will keep the groups on track.
๐ Instructions
Split into pairs. Each person will have 3 minutes to present their topic. After the lesson, you and your student will discuss the topic for 3 minutes. Then the student will become the teacher and present their own topic.
๐ง๐พโ๐คโ๐ง๐ป Pairs
1. Model
You will explain your topic to your student. You will have 3 minutes to communicate, in whatever way you have prepared. You can use a drawing, a game, a conversation, or anything you like that will help you communicate the concept, except a computer!
2. Check understanding
After your lesson, you and your student check your understanding for another 3 minutes. Then you will switch roles.
3. Add yourself to another group
At the end of both lessons, join another pair. Pick one of your topics and explain it to the other pair. They will do the same for you. At the end of both lessons, join another group of four and repeat the process.
๐ก Tips:
- Practice your lesson before class.
- Keep it simple. Just choose one concept to explain.
- Keep it short. Three minutes is enough.
๐ซ Afternoon Break
Please feel comfortable and welcome to pray at this time if this is part of your religion.
If you are breastfeeding and would like a private space, please let us know.
๐ค Demo
At CYF we expect you to demo your work to the class. You must have many opportunities to practice how to clearly and simply explain your work to others. This is really important both for interviews and for getting promoted later on.
โฐ Timekeeper
The timekeeper will keep the groups on track.
Split randomly into groups of no more than 5 people. Each person will have 2 minutes to demo their work to the group. After the demo, the group will give feedback for 5 minutes. Then the next person will demo their work.
๐ง๐ผโ๐ Trainees
1. Demo
You will demo your work to the group. You will have 2 minutes to explain what you did and why. It’s ok to show broken code or code that doesn’t work yet. Just make sure your demo is interesting.
2. Feedback
After the demo, the group will give you feedback for up to 5 minutes. It’s smart to suggest what kind of feedback you want by asking some “generative” questions. For example:
- I wasn’t sure if it makes sense to try X. What do you think?
- I liked the way I did X, but I know there are other approaches, what did you do?
- I found X really confusing, did anyone else have the same problem?
- I wasn’t sure if I explained what an X was very clearly, how could I have explained it better?
๐ก Tips:
- Practice your demo before class.
- Keep it simple. Don’t try to show everything you did. Just show one interesting thing.
- Keep it short. Two minutes is enough.
- Explain what you did and why.
- Show your code.
- Ask for feedback.
๐ Retro: Start / Stop / Continue
๐น๏ธRetro (20 minutes)
A retro is a chance to reflect. You can do this on RetroTool (create a free anonymous retro and share the link with the class) or on sticky notes on a wall.
- Set a timer for 5 minutes. There’s one on the RetroTool too.
- Write down as many things as you can think of that you’d like to start, stop, and continue doing next sprint.
- Write one point per note and keep it short.
- When the timer goes off, one person should set a timer for 1 minute and group the notes into themes.
- Next, set a timer for 2 minutes and all vote on the most important themes by adding a dot or a +1 to the note.
- Finally, set a timer for 8 minutes and all discuss the top three themes.