Mission 8
The Lighthouse Signal
The boats are waiting outside the harbor, and the lighthouse on Tern Point cannot tell them a thing. Copy the lantern row, call each boat by its own flashes, crack the number code, send words in long and short light, and design a signal nobody could mistake.
- 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
The Lamp That Counts
The job: Mend the lighthouse's number code, find three boats on the chart and send each one its sailing orders.
- The Torn Code Card With a PlayOwl plan
- North at the Top With a PlayOwl plan
- Sailing Orders With a PlayOwl plan
- The Sailboat Flashes Back With a PlayOwl plan
For grown-ups: what this mission practices
Copying, continuing and decoding patterns; using a code chart in both directions; compass directions and bearings in degrees; adding seconds inside a time limit. The number and letter codes are real Morse code. Older children design a signal that cannot be mistaken for another light and justify it.
- 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.