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.
- 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
A Light Like No Other
The job: Design a flashing pattern for Tern Point that no sailor could take for another light, and justify every number in it.
- A Pattern With No Beginning With a PlayOwl plan
- The Rest With a PlayOwl plan
- Bright or Quick? With a PlayOwl plan
- The Brief Changes With a PlayOwl plan
- Sea Trial 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.