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Repair the Delivery Robot, an Adventure Mission story cover

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.

  • 5 parts
  • 16 to 22 minutes
  • Grades 6 to 8

Who is playing?

Each age gets its own version of the story. Any of them is fine to play.

Grades 6 to 8

Scoot Learns to Decide

The job: Give Scoot a rule for choosing between the short alley and the long way round, test it properly, and justify the plan to Cedar Court.

  1. One Small Word With a PlayOwl plan
  2. What the Alley Saves With a PlayOwl plan
  3. Test Before You Trust With a PlayOwl plan
  4. The Brief Changes With a PlayOwl plan
  5. The Case for Plan C 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.