Hackbots Game

SKU
003852
Grade 2-AD
Teaching Method
Traditional
Teacher-centered curriculum commonly used in classrooms that may include a text, teacher manual, tests, etc.
Charlotte Mason
A methodology based on the work of a 19th century educator who maintained that children learn best from literature (Living Books), not textbooks.
Classical
A methodology based on the Latin Trivium (three stages of learning), including the grammar stage (memorization and facts), logic stage (critical thinking), and rhetoric stage (developing/defending ideas).
Unit Study
A thematic or topical approach centered around one topic that integrates multiple subject areas.
Montessori (Discovery)
A methodology based on the work of a 20th century educator that emphasizes student and sensory-driven discovery learning and real-life applications.
Other
Other methodologies
Religious Content
Secular
Contains content contrary to common Christian beliefs (i.e. evolution).
Neutral
Avoids religious or theoretical topics or presents multiple viewpoints without preference.
Christian/Religious
Faith-based or including instructional religious content.
Learning Modality
Auditory
Learns through listening, talking out loud or reading out loud.
Visual
Learns through seeing, prefers written instructions and visual materials.
Kinesthetic/Tactile (Hands-On)
Learns through moving, doing and touching.
Multi-Sensory
Curriculum that employ a variety of activities/components.
Presentation
Sequential
Curriculum progresses through well-defined learning objectives. Emphasizes mastery before moving to the next topic.
Spiral
Topics and concepts are repeated from level to level, adding more depth at each pass and connecting with review.
Conceptual/Topical
Focus is on the “why,” often with a unifying concept as well as specific skills; coverage may be broader.
Teacher Involvement
Low Teacher Involvement
Student-led materials; parent acts as a facilitator.
Medium Teacher Involvement
A mix of teacher-led time and independent student work.
High Teacher Involvement
Teacher-led lessons; may utilize discussions, hands-on activities and working together.
Additional Materials Required
No other materials needed
Everything you need is included.
Other Materials Required
There are additional required resources that are a separate purchase.
Other Materials Optional
There are additional resources mentioned or recommended but are not absolutely necessary.
Consumable
Consumable
Designed to be written in; not reusable.
Non-Consumable
Not designed to be written in; reusable.
Our Price
$18.99 $18.99 $15.75
Rainbow Savings: $3.24
Description

This unique card game involves keeping your opponents from hacking your electronic devices, while also trying to hack theirs. Each player has 3 electronic device tokens which each have a “hack risk” level. All player devices start at 1, which is least likely to be hacked. Players take turns drawing cards from the draw pile and playing them on other player’s cards to get them closer to being hacked, or they use them on their own cards to prevent from getting hacked. Once electronics reach risk level 4, they can be hacked and permanently removed from the game. The last player to still have un=hacked devices wins the game. For 2-5 players, 15-20 minutes of playing time. ~ Brianna

Publisher's Description of Hackbots Game
Hack your opponents before they hack you in this spirited card game of sabotage. The goal is simple. Increase your opponents’ risk and hack their devices. But watch out! They’re trying to hack you, too. Need reinforcements? Play HackBot cards for a strategic attack!

Details
More Information
Product Format:Other
Brand:Blue Ninja Studios
Grades:2-AD
EAN/UPC:860005307319
Length in Inches:4.5
Width in Inches:6.375
Height in Inches:2.125
Weight in Pounds:0.7
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