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Program a Friend


Source Institutions

    Oregon Museum of Science and Industry

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Program a Friend

In this activity, one person "programs" the other like a robot to move through a space, trying to get them to avoid obstacles and reach a goal. The idea is that computers and robots are programmed with step-by-step instructions. As the blindfolded "robot" moves through the space, the "programmer" writes down the steps for repeating later. This process of fixing problems in programs as they arise is known as "iterative testing."

Quick Guide


Preparation Time:
Under 5 minutes

Learning Time:
10 to 30 minutes

Estimated Materials Cost:
1 cent - $1 per group of students

Age Range:
Ages 6 - 14

Resource Types:
Activity, Simulation

Language:
English

Materials List (per group of students)


  • Large room
  • Supplies to use as obstacles: pillows, chairs, etc.
  • Blindfold
  • Pencil/Pen
  • Paper

Subjects


  • Engineering and Technology
    • Computing
      • Computer Science
    • Engineering
      • Computer Engineering
    • Technology
      • Information and Communication
  • Mathematics
    • Problem Solving
  • The Nature of Technology
    • The Design Process
      • Problem Solving
      • Troubleshooting and Maintenance

Informal Categories


  • Computers
  • Physical Activity

Audience


To use this activity, learners need to:

  • see
  • hear
  • be mobile

Learning styles supported:

  • Involves teamwork and communication skills
  • Involves hands-on or lab activities

Other


Includes alignment to state and/or national standards

This resource is part of:

Access Rights:

  • Free access

By:

Rights:

  • All Rights Reserved, OMSI, ©2004

Funding Source:

  • National Science Foundation, ESI-0206403

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