Redstone Runners: 5‑Day Minecraft Education Parkour Game

Redstone Runners: 5‑Day Minecraft Education Parkour Game

$509.99
Minecraft Education
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6/15/2026 - 6/19/2026 | Ages 6-9 | Minecraft Education
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Redstone Runners: 5‑Day Minecraft Education Parkour Game

Redstone Runners: 5‑Day Minecraft Education Parkour Game

Parents: Each participant builds a simple, playable parkour‑race mini‑game in 5 days using Minecraft Education. Short, scaffolded tasks teach sequencing, loops, conditionals, variables, and events in MakeCode (Blocks or Python). Built‑in differentiation supports learners with prior experience.

Kids: Make your own Parkour Race! Design tricky jumps, add checkpoints and timers, trigger lights and sounds with Redstone, and race for your best time. By Day 5, your world is ready to play and share!

Project Model

Every student creates a personal “Redstone Runners” world. Daily features stack to form a complete game. Helpers can share ideas, but each build layout and code is individual.

Daily Structure

  • 4 one‑hour sessions per day (S1–S4)
  • Individual worlds with optional 5‑minute neighbor check‑ins for ideas
  • Differentiation: “Try This First” + “Level Up” tasks each session (Blocks or Python)

Day 1: Meet MakeCode — Events, Sequencing, Loops

Outcomes: Open Code Builder, use chat commands, sequence steps, repeat actions, place blocks with the Agent.

  1. S1 Welcome + Tour Activities: Controls and classroom norms; open Code Builder (Blocks); run “on start.” Words: event, sequence, loop, Agent.
  2. S2 Agent Builders Activities: Use a repeat loop to lay a 5×5 launch pad. Challenge: Checkerboard pad. Level Up: Nested loop to build a low wall.
  3. S3 Parkour Basics Activities: Place spaced platforms (stone, slime, honey). Command: /addPad x y z to stamp pads via code.
  4. S4 Mini‑Showcase Activities: 1‑minute demo of your start area; reflect: Which loop saved the most time?

Level Up (advanced): Chat input for pad size; Python version of the pad builder.

Day 2: Checkpoints and Redstone — Variables and If/Else

Outcomes: Place checkpoint plates, store progress in a variable, trigger Redstone lights on reach.

  1. S1 Checkpoint Plates Activities: Use pressure plates + lamps; on chat “addCheckpoint,” Agent places plate and lamp pair.
  2. S2 Save Progress Activities: On player overlap, set checkpoint = plate_position; flash lamp via Redstone or setblock.
  3. S3 Gentle Hazards Activities: If player falls below Y or touches “hazard block,” teleport to checkpoint (or Start if none).
  4. S4 Debug + Share Activities: Fix facing/off‑by‑one errors; 30‑second solo demo.

Level Up (advanced): Two‑stage checkpoints (lamp + bell); validate safe teleport spots; add one‑way gates with pistons.

Day 3: Moving Parts — Timers, Random, and Patterns

Outcomes: Add a run timer, moving platforms via loops, and a little randomness for variety.

  1. S1 Timer HUD Activities: Start timer on “/startRace,” stop at Finish; show time in chat/title.
  2. S2 Moving Platforms Activities: Loop setblock to slide a platform left/right; safe delays; label variables for speed/length.
  3. S3 Surprise Elements Activities: Randomly light one of three paths; announce choice in chat; optional “fake” pad that retracts.
  4. S4 Clean Up + Playtest Activities: Organize code into functions; neighbor test and feedback.

Level Up (advanced): Seeded randomness for reproducible runs; alternate platforms on even/odd seconds.

Day 4: Game Feel — Sound, Particles, and Balance

Outcomes: Add audio/visual feedback, balance jump gaps and speeds, and polish the route.

  1. S1 SFX and Particles Activities: Play sound on checkpoint; particles at start/finish; title/subtitle prompts for clarity.
  2. S2 Risk/Reward Sections Activities: Add a shortcut that’s faster but trickier; tune gap sizes with variables.
  3. S3 Accessibility Pass Activities: Add railings where needed, better lighting, clear signage; ensure restart is friendly.
  4. S4 Balance + Iterate Activities: Two timed runs; adjust timer thresholds, pad spacing, and moving speeds for fairness.

Level Up (advanced): Add a “practice mode” that freezes the timer; optional “hint” chat command.

Day 5: Finish and Share — Individual Showcase

Outcomes: Each student completes a unique parkour race with checkpoints, timer, feedback, and a short presentation.

  1. S1 Final Checklist Activities: Start pad, 2+ checkpoints, timer, at least one moving element, clear finish gate.
  2. S2 Build + Code Activities: Tidy names and comments; add “/resetRace” and “/help” commands.
  3. S3 Practice + Polish Activities: Test for lag; simplify loops; ensure safe teleports; brighten dark spots.
  4. S4 Showcase! Activities: 1–2 minute solo demo: run your course, show one code function, and share a design tip. Celebrate with badges (Checkpoint Champ, Timing Ace, Debug Dynamo).

Level Up (advanced): Optional Python refactor of a feature; “Difficulty” variable to widen gaps or speed movers.

Why Families Love This

  • For Parents: Clear individual progress and a tangible, shareable Minecraft Education world in 5 days.
  • For Kids: It’s your course—build it, code it, and race it with friends and family!

Camp Essentials

  • Ages: 6 to 9 years old.
  • Dates: Monday, 6/15/2026 to Friday, 6/19/2026
  • Times:
    • Full-Day,8:30 AM–5:00 PM
    • AM, 8:30 AM - 1:00 PM
    • PM, 12:30 PM - 5:00 PM
  • Location: 2171 Ivy Rd, Charlottesville, VA 22903
  • What to Bring: Water bottle, lunch, and one or two light snacks.
  • Video gaming: Allowed with parent permission during Exploration Time
  • Tech Provided: Computers and robotics kits (for in‑camp use only; equipment stays with us).
  • Skill Level: Beginners welcome; no prior coding experience required
  • Dress Code: Comfortable clothes; indoor‑friendly shoes
  • Contact: camps@yblueridgeboost.com • (434) 260‑0636
  • Allergies/Medical: Share details during registration; bring any necessary meds
  • Behavior & Safety: Kindness first; follow staff directions; internet safety rules apply
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