Mission 5
Repair the Delivery Robot
Scoot carries parcels, books and bread all around Cedar Court, and today it will not go. Scoot is a machine: it does exactly what its step cards say. So mend the lights, put the cards back in order, hunt down the one wrong step, and press Test to see what happens.
- 4 parts
- 10 to 14 minutes
- Grades 2 and 3
Who is playing?
Each age gets its own version of the story. Any of them is fine to play.
Grades 2 and 3
Five Cards Only
The job: Get Scoot delivering again with a card tray that holds only 5 cards, and find out why it keeps stopping short.
- Read It Before You Run It With a PlayOwl plan
- The Wheel Table With a PlayOwl plan
- Almost Right With a PlayOwl plan
- The Evening Round With a PlayOwl plan
For grown-ups: what this mission practices
Putting instructions in a working order, continuing and checking patterns, tracing a program before running it and finding the one step that is wrong. Older children plan inside limits on cards and battery charge, measure and calibrate, apply rules written with if, and, or and not, and choose tests that could show a fault.
- Ages
- Five versions, from Preschool to Grade 8. They are different designs, not the same task with other numbers.
- How it is checked
- Every answer is checked by rules the child can see at work on the screen. Any answer that meets them is right.
- Help
- Olly can read any line aloud, give a hint that points at where to look, or show one way. A report says where help was used.
- Time
- Nothing is timed. A part takes a few minutes and progress is saved after each one for a signed-in child.