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In this activity related to computer programming, learners give directions to a "robot" (either an adult or another learner) and find out which instructions the robot is able to follow, and how their
In this activity about computer programming, learners follow instructions in a variety of ways in order to successfully draw figures.
In this activity (on page 2), one person "programs" the other like a robot to move through a space, trying to get them to avoid obstacles and reach a goal.
Pairs of learners play the roles of programmer and robot. The programmer gives specific directions to the robot to accomplish a simple task (e.g. walk across the room and pick up a pencil).