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📱 Architect · 6 missions · First edition

Pocket Arcade: Build for iOS and Android

Build an Expo game with a portable model, touch controls, a tested wall, and an honest record of web and native previews.

Expo web preview · iOS development preview · Android development preview · Ages 9-10, 11-13, 14-16

A parent or guardian unlocks the missions. Starter projects use fictional data and require no paid AI key.

Course readiness: Authored from family project evidence with an original teaching starter. Classroom timing and the actual learner devices need a facilitator rehearsal; this draft is not classroom validated.

Your project

Original Pocket Star grid game inspired by the family BOUNCR mobile port

  • Separate model from platform rendering.
  • Build touch-friendly controls.
  • Implement a solvable feature.
  • Explain progress lifetime and preview versus distribution.

Before you begin

  • Comfort with JavaScript objects and functions.
  • An adult prepares Node and Expo packages; native toolchains are facilitator setup.
  • Web preview supports core learning when native tools are unavailable; native verification must remain pending until actually tested.

Materials

  • Computer, editor, prepared Node
  • Optional prepared iOS/Android device or emulator
  • Paper phone frame and grid

Your tools

Pocket Star starter
Original turn-based Expo game with pure-model tests.
Download /lab-starters/mobile-games.zip; run npm install, npm test, and npm run web.
Expo and React Native
Present one model through web and native interfaces.
Pinned package versions match inspected family source; native commands are npm run ios and npm run android.
Prepared native preview environment
Verify mobile layout and lifecycle.
Facilitator prepares Xcode/iOS simulator on macOS or Android Studio/emulator and compatible JDK before class.

Your mission sequence

  1. MISSION 1 · 90 MINUTES

    Design a game for a pocket screen

    Run Pocket Star and define a small game a partner can learn quickly.

    Architect skill: A mobile system starts with a player situation and an observable promise.

  2. MISSION 2 · 90 MINUTES

    Build a repeatable game model

    Trace a pure move function and verify a planned route.

    Architect skill: A portable model does not depend on screen size or platform APIs.

  3. MISSION 3 · 90 MINUTES

    Make controls fit people and screens

    Improve control clarity without changing game rules.

    Architect skill: Responsive output can adapt while input meaning stays consistent.

  4. MISSION 4 · 90 MINUTES

    Add a wall with a clear rule

    Add a blocked cell, show it, and prove the puzzle stays solvable.

    Architect skill: A feature must agree across rules, feedback, and reachable goals.

  5. MISSION 5 · 90 MINUTES

    Test interruptions and honest saving

    Verify gameplay and define exactly what progress survives.

    Architect skill: Persistence is a promise about data lifetime that must match observation.

  6. MISSION 6 · 90 MINUTES

    Demo across platforms without overclaiming

    Present the pocket game and exactly where it was verified.

    Architect skill: A handoff separates current evidence from future distribution.

Learn online

Six weekly 90-minute sessions: 10 minutes to predict, 15 to explain, 40 to build, 15 to test, and 10 to reflect.

Plan around 90 minutes per session; pause and revisit at your own pace.

Adult support: A facilitator prepares tools and operates AI through JR Playground or an adult-managed assistant. Learners make choices, edit, and verify; no personal AI account is required.

Build at camp

Five days with 180 planned minutes per day, including project work and group activities. The course outline does not reserve a camp place.

  1. Day 1: Day 1 — Brief and working model

    • Complete the first two lessons in paired studios.
    • Alternate driver and navigator and take a movement break between studios.
  2. Day 2: Day 2 — Controls

    • Trade paper screen sizes or devices and find one hidden layout assumption.
    • Use remaining studio time for rehearsal, peer feedback, breaks, and individual practice.
  3. Day 3: Day 3 — One meaningful feature

    • Teams must supply a valid route before accepting each proposed wall placement.
    • Use remaining studio time for rehearsal, peer feedback, breaks, and individual practice.
  4. Day 4: Day 4 — Failure detectives

    • Run an interruption lab: rotate, pause, restart, reload, and explain surviving data.
    • Use remaining studio time for rehearsal, peer feedback, breaks, and individual practice.
  5. Day 5: Day 5 — Future Architects showcase

    • Host a pocket arcade with verified, observed issue, or pending labels beside each platform.
    • Use remaining studio time for rehearsal, peer feedback, breaks, and individual practice.
Facilitator preparation
  • The same six outcomes apply online and at camp; additional camp studio time supplies practice, not extra required content.
  • Choose guided, independent, or stretch tasks by confidence. Ages 9–10 often pair with an adult; ages 11–13 own bounded changes; ages 14–16 can justify and test architecture choices.
  • Prepare starters before class. Keep family repositories and personal data out of student workspaces.

Show what you built

Deliver a small playable game for a chosen player, demonstrate a tested improvement, and explain its input, state, rules, output, and one design tradeoff.

Purpose
A brief names the player, loop, finish, and one idea left for later.
Working system
A fresh run reaches the intended finish; recovery and restart match the specification.
Evidence
A record contains normal, boundary, failure, and repeated-after-fix checks with device details.
Architect explanation
The learner explains a changed rule, a tradeoff, and how an AI suggestion was checked.

Portfolio badge: Pocket App Architect

Use the rubric with a guardian or mentor and record your evidence in your builder notebook.

Build with care

  • Use fictional player names and original shapes; no child photos, contacts, passwords, or API keys belong in the starter.
  • An adult operates external AI and manages any public sharing; verify each suggested change with a prediction and check.
  • Take movement breaks and offer partner-operated controls when needed.

Inspired by our projects

BOUNCR mobile
Expo/React Native architecture, touch input, progress state, native rendering, and parity-checking ideas. The original teaching starter uses native Views instead of copying the Skia action game.