ISLE BE THERE FOR YOU…
Digital Makers are marooned on an island after a major storm shifts their boat off course. They have plenty of food and water, their laptops, lots of micro:bit kits and a enough solar batteries to run their electronics. There’s no signal for their mobile phones and the Moon Voyager‘s radio was damaged beyond hope in the storm. They’ll need to depend on their wits, their creativity and their gear on hand to get by until someone notices they haven’t arrived at the destination and sends the rescue crew.
Calm and steady, Jo is the other half of the coaching team. Problem solving with her is an exercise in thoughtful observation and experimentation.
When she’s not coaching the Grove Team, she acts as a balance to Kai’s off-beat approach to things, which can range from entertainingly ridiculous to hair-raising harebrained…
Trained as an artist, he could never have imagined himself as a coach to young coder-makers. But here he is, using his artistic vision and skills to put the “A” in “STEM” to make “STEAM”. His unorthodox perspectives generate a lot of creative ways to tackle maker issues, often needing his partner Jo to bring some semblance of sanity to the table.
Easily excited, Hendrah has a tendency to over-react in situations. But it also means that he’s a perfect member of the Grove team because his extreme reactions create unique situations for creative problem solving. He grumbles a lot about it but secretly he loves being the test pilot.