Hackaball
Hackaball is advertised as "the computer you can throw." In fact, it is "the computer you can program" - with your iPad. There are a number of ways it can be used.
TURNING THE HACKABALL ON
Consult your Emerging Technologies Workshop booklet to refresh your memory on how to use Hackaball.
HOW TO USE THE HACKABALL IN THE CLASSROOM
General Classroom Activities
Special Education Classroom Activities
Introducing Coding (even at pre-reading levels)
PERFORMANCE RECORD
1. Practice using the Hackaball with pre-installed games
2. Develop a new game using the card coding system
3. Consider additional ways Hackaball might be used in a classroom.
4. Report on #1-3 above in an email attachment sent with a cover email reflecting on your Hackaball experience to your professor.
TURNING THE HACKABALL ON
- Gently peel down and take off the jacket on the Hackaball, taking care not to rub off the name just below the seam on the ball.
- Notice the indentation in the center on one end of the hadkaball. That is the bottom. About halfway up the sphere from the indentation is a seam all around the ball. The opposite (top) end of the ball has two rows of small holes ringing the top. Holding the bottom half firmly (but not squeezing), pull and twise the top half (with a gentle squeeze) to separate the halves.
- When the halves are separated, you will see the computer circuit board in the bottom half. On one side of that board is a switch. Gently move that switch for the Hackaball to come on. Lights will flash and the Hackaball will make sort of a chirp to let you know it is on.
- Once the Hackaball is turned on. Gently put the two halves together. There will be a nubbin in the bottom of the jacket that will fit into the indentation on the bottom of the Hackaball when the jacket is turned inside out. Position the nubbin in the indentation and gently put the jacket back on the Hackaball.
Consult your Emerging Technologies Workshop booklet to refresh your memory on how to use Hackaball.
HOW TO USE THE HACKABALL IN THE CLASSROOM
General Classroom Activities
- Randomizing responses (Bomb to select next person)
- Attention getter / restores class focus
Special Education Classroom Activities
- Work with motor skills (counting hits)
Introducing Coding (even at pre-reading levels)
- Coding by lining up cards with symbols
PERFORMANCE RECORD
1. Practice using the Hackaball with pre-installed games
2. Develop a new game using the card coding system
3. Consider additional ways Hackaball might be used in a classroom.
4. Report on #1-3 above in an email attachment sent with a cover email reflecting on your Hackaball experience to your professor.