Skip to content
Technologies · Year 5

Active learning ideas

Iterative Development: Testing and Debugging Games

Active learning works for iterative game development because students need to experience real bugs firsthand to value systematic debugging. When they test each other’s games and see how small logic errors ripple into playability issues, they internalize why structured testing matters beyond just ‘making code work.’

ACARA Content DescriptionsAC9TDI6P07
25–45 minPairs → Whole Class4 activities

Activity 01

Project-Based Learning30 min · Pairs

Pair Playtesting: Bug Logs

Pair students to exchange games and play for 10 minutes each, using a bug log sheet to note glitches, confusing controls, and suggestions. Pairs debrief for 5 minutes to clarify issues. Use logs to guide individual debugging.

Identify the root causes of bugs within game code.

Facilitation TipDuring Pair Playtesting, circulate with a clipboard to model how to record bugs as observable behaviors rather than personal critiques.

What to look forStudents play a classmate's game for 5 minutes, then complete a feedback form. The form asks: 1. What was the most fun part of the game? 2. Did you encounter any bugs? If yes, describe them. 3. Suggest one change to make the game better. Students then review feedback on their own game.

ApplyAnalyzeEvaluateCreateSelf-ManagementRelationship SkillsDecision-Making
Generate Complete Lesson

Activity 02

Project-Based Learning45 min · Small Groups

Group Debug Relay: Code Challenges

Divide small groups into roles: one tester plays the game, one reads code aloud, one hypothesizes fixes, and one implements. Rotate roles after 10 minutes per bug. Groups present one successful fix to the class.

Justify the importance of external user testing for game improvement.

Facilitation TipFor Group Debug Relay, prepare printed code snippets with sticky notes so students can physically move lines to visualize how fixes affect flow.

What to look forProvide students with a short code snippet containing a common bug (e.g., incorrect variable assignment, loop error). Ask them to identify the bug, explain why it's happening, and write the corrected code. This checks their debugging analysis skills.

ApplyAnalyzeEvaluateCreateSelf-ManagementRelationship SkillsDecision-Making
Generate Complete Lesson

Activity 03

Project-Based Learning25 min · Whole Class

Feedback Prioritization: Class Vote

Project one student's game for whole-class playtesting over 10 minutes. Collect feedback slips, then vote on top three improvements using dot stickers. Student refines game based on results while class watches.

Prioritize improvements based on user test results for the next iteration.

Facilitation TipConduct Feedback Prioritization with a simple tally chart on the board so students see how voting shapes the next iteration cycle.

What to look forOn a slip of paper, students write: 1. One bug they fixed in their game this week. 2. The most important piece of user feedback they received. 3. One change they plan to make in the next iteration.

ApplyAnalyzeEvaluateCreateSelf-ManagementRelationship SkillsDecision-Making
Generate Complete Lesson

Activity 04

Project-Based Learning40 min · Small Groups

Iteration Stations: Refine Cycles

Set up stations for testing (play game), debugging (fix code), feedback (write notes), and reflect (prioritize changes). Groups rotate every 8 minutes through two full cycles on their own games.

Identify the root causes of bugs within game code.

Facilitation TipSet a timer during Iteration Stations to create urgency and focus, reinforcing that time spent testing directly improves game quality.

What to look forStudents play a classmate's game for 5 minutes, then complete a feedback form. The form asks: 1. What was the most fun part of the game? 2. Did you encounter any bugs? If yes, describe them. 3. Suggest one change to make the game better. Students then review feedback on their own game.

ApplyAnalyzeEvaluateCreateSelf-ManagementRelationship SkillsDecision-Making
Generate Complete Lesson

A few notes on teaching this unit

Start by modeling your own debugging process aloud while students watch. Use think-alouds to reveal how you trace variables or test edge cases. Avoid rushing to fix code yourself, as watching an expert troubleshoot builds student persistence. Research shows that explicit metacognition during debugging—asking ‘What do I know? What do I need to check?’—dramatically improves debugging accuracy in young programmers.

Students will confidently identify bugs, explain their causes, and prioritize fixes using peer feedback. They will recognize that games improve through multiple test-and-refine cycles, not single attempts.


Watch Out for These Misconceptions

  • During Pair Playtesting, watch for students who assume all bugs are typing errors in the code editor.

    Use the Bug Log template to guide students to describe bugs as observable problems first, then trace the code path together. Ask them to share where along the code path the issue first appears.

  • During Group Debug Relay, listen for students who believe the game is ready once it runs without crashing on their device.

    After the relay, have groups compare their corrected code snippets and discuss which fixes only worked on one device. Point to user feedback notes to connect device-specific issues to real playability problems.

  • During Iteration Stations, watch for students who expect the first round of fixes to solve every issue.

    Set up the stations with a second round of playtesting built in. Ask students to compare logs from both rounds to see how fixes sometimes introduce new bugs, reinforcing the iterative mindset.


Methods used in this brief