Beavers and Cubs: Compass Coding (tech-free version)
Become a ScoutBot, and follow codes and compass directions to get back to camp.
Before you begin
·
Mark out
a grid on the floor using masking tape or pieces of paper.
Each square should be big enough to
stand inside. Aim to make it at least four squares tall by five squares wide.
·
Print out
a copy of the ‘Notes and handout’ pack.
·
Place the
start triangle and the camp symbol somewhere on the grid.
·
Cut out
the compass cards.
Instructions
1. Think about the way we tell
computers what they should do. We have to give them very clear instructions.
Why might this be important? (Computers will do exactly what you tell them to,
even if you get it wrong.) What could be the problem if your instructions are
unclear?
2. Everyone should discuss the ways
you can give instructions when navigating. We use a compass, with four
directions (North, East, South, West). How can giving compass directions be the
clearest way of giving instructions?
3. Use a compass to find North,
East, South and West.
4. We will be using these directions
to move a ScoutBot from one part of the floor grid to another, from the start
to the camp.
5. In the language of computers, the
compass directions are the code for instructing the computer. If the code is
wrong and does not get the ScoutBot to the camp, we say there is a ‘bug’ in the
code. To resolve the issue, the code needs to be ‘debugged’.
Have a go
1. One person should be the
ScoutBot. Everyone else is a programmer.
2. Programmers should give the
appropriate commands (North, East, South, West) to make the ScoutBot travel one
square at a time from the start to the camp. Programmers should use the compass
cards to plan a complete program, and then read it out to the ScoutBot who
should move through it.
3. The ScoutBot should follow the
instructions even if they are incorrect and not taking them towards the camp.
If there’s a mistake (or bug), a programmer can shout ‘halt!’ to stop the
ScoutBot. The programmers should debug the code by trying again from the start.
4. Create more challenging routes by
using the rocks and firewood symbols to create obstacles. The ScoutBot cannot
step on squares where there are rocks. When the ScoutBot reaches a square with
firewood, they must be programmed to stop and collect it.
Reflection
This activity helped you to
develop your programming skills. This could help you to understand how
computers, tablets and smartphones work and what they do. Why do you think it
could be useful to understand computers? What kind of jobs involve working with
computer programming?
This activity was also about
solving problems, just as computer programmers do. How did you find a bug in
your code? How did you correct, or debug, the code? Was it better to choose a
short route with fewer instructions or a really long route? Was it possible to
find a bug before you instructed the ScoutBot?