pb pbaumgarten.com
Courses MYP Digital Design Unplugged 01
Login
Course
MYP Digital Design
Topic
Year 07 Digital Design
MYP Digital Design

Unplugged 01

Big idea: A computer follows instructions exactly as written — it cannot guess what you meant. The instructions you give to a computer are called an algorithm.

Activity 1 — Drawing Robot

You need: This sheet, a pencil, a partner, your journal.

How to play:

  • Decide who is the Programmer and who is the Robot first.
  • The Programmer selects an image card. The Robot faces away or covers their eyes.
  • The Programmer describes the image using only spoken instructions. No pointing, no showing, no "it looks like a..."
  • The Robot draws what they hear in their journal. Paste the image card into your journal next to your hand drawn image.
  • Compare results. Then swap roles with a new image.

After Round 1 — discuss with your partner:

  • What worked? What went wrong?
  • What did you forget to say?

Activity 2 — Navigation Robot

How to play:

  • Decide who is the Programmer and who is the Robot first.
  • The Programmer selects a grid card.
  • The Programmer writes instructions in their journal to move the Robot from START (S) to TARGET (T) without entering any obstacle (X) square.
  • The Robot uses a finger to trace the path on the grid, following the instructions from the Programmer one by one.
  • If an instruction causes the Robot to hit an obstacle or go off the grid, they call out: "Instruction [number] failed!"
  • Important: Write ALL your instructions before the Robot starts moving. No editing once the run begins.

Commands you may use:

Command Meaning
FORWARD n Move n squares in the direction you are currently facing
TURN LEFT Rotate 90 degrees to your left (do not move)
TURN RIGHT Rotate 90 degrees to your right (do not move)
TURN AROUND Rotate 180 degrees (face the opposite direction)

The Robot always starts facing UP (toward row 6).

Reflection questions

Answer these in your journal.

1. What does the word algorithm mean? Write your own definition.

2. Give one example of an algorithm from everyday life (not from this lesson).

3. What was the most common problem that made your instructions fail in the Drawing Robot activity?

4. Why can't a computer just "figure out what you meant" if your instructions are unclear?

5. In your own words: what is the difference between a good algorithm and a bad one?

Extension Challenge

If you finished early, try this:

A. Can you write a navigation program that visits square C3 and square D5 before reaching the target? How many more instructions does it take?

B. Write the instructions for your Drawing Robot image in written form (a numbered list, not spoken). Then pass your written list to someone who hasn't seen the image — can they draw it correctly from your list alone?

C. Think of a task a robot in a factory might need to do (e.g., pick up a box and move it to a shelf). Write an algorithm for it. What assumptions did you have to make?


Resources here: https://docs.google.com/document/d/1XtrNAJ3SFQilGnjm2b5OzrIWZZjLIyvlxr3iM_cD8mg/edit