ALGORITHMS

A set of steps is called an algorithm. The steps need to be clear, specific and in the correct order. When we make algorithms, some common instructions (commands) we can use are:

  1. Loops: A loop is an instruction that tells the computer to repeat a set of steps. For example, “Print the name of every child on the list” instead of “Print the first child’s name. Print the second child’s name.”

  2. Conditionals: An algorithm needs to give instructions for every possible situation. For example, if the algorithm only says to direct the cars to the left and the bikes to the right, the person or computer following the instructions will not know what to do when a motorcycle arrives.

1. Team Trust

To give clear and specific instructions; to know that computers depend on clear and specific instructions.

Rules

Goal: To instruct your partner to safely pass through an obstacle course.

Materials: Blindfolds (or players can close their eyes), Random objects Chalk

No. of Players: 2 or more

How do you think a computer knows how to do a task? - Computer programs have clear instructions.

How to Play

  1. Mark a rectangular play area. Mark a start line on one side of the rectangle.
  2. Scatter the random objects throughout the play area to create an obstacle course.
  3. Invite players to form partners with a peer that they trust.
  4. Explain that this is a game where one player will need to trust their partner to guide them. The guide will need to be very trustworthy and work hard to guide their partner safely.
  5. Ask a volunteer from each pair who feels comfortable being blindfolded to play the role of the Computer.
  6. Give each Computer a blindfold.
  7. Explain and demonstrate that:
  • Programs are written as code. Writing code is called coding.
  • The other partner will play the role of the Coder.
  • Each pair will stand behind the start line.
  • The Computer will wear the blindfold and prepare to cross the obstacle course.
  • When you say, “Go!” each pair will move through the obstacle course to the other side of the rectangle and back.
  • The Coder will give the Computer clear instructions to move through the obstacle course. For example: Step right. Turn left. Stop.
  • The Coder can walk beside the Computer but may not touch the Computer in any way.
  • If the Computer touches an object in the obstacle course, they must return to the start line and begin again.
  • This is not a race, but a challenge to see if each team can work together to make it safely through the obstacle course.
  1. Repeat the game allowing the players to change roles.

Questions

When you were a Coder, what made it easy or challenging to give clear instructions?

How did it feel to know that your partner depended completely on you?

When you were a Computer, what made it easy or challenging to follow instructions?

In real life, what are some times where we depend on instructions or information from others?

What happens if the instructions or information is not clear?

+ Exclellent game to show how important good instructions / communication it is.
- For kiddos we will have to find very gentle way to do the game like slight touches
- Introduce MicoBit to Remote Control?

2. Stars and Rookies

To give clear and specific instructions; to know that computers depend on clear and specific instructions.

Rules

Goal: To give clear and specific instructions; to know that computers depend on clear and specific instructions.

Materials: None

No. of Players: 3 or more

How do you think a computer knows how to do a task? - Computer programs have clear instructions.

How to Play

  1. Form teams of 3-4.
  2. Explain and demonstrate that:
  • Each player will take one role: the Star, the Rookie or the Coach. (If there are 4 players, 2 will be Coaches.)
  • The Star stands behind the Rookie so that the Rookie cannot see them. The Coach needs to see both players (see image)
  • The Star will think of 3 movements and make them slowly.
  • The goal is for the Coach to instruct the Rookie to copy exactly what the Star is doing
  • The Rookie does not know the name of any exercise movements, so the Coach must tell them how to make each movement. For example, instead of saying “jumping jack”, the Coach should describe how to move their arms and legs.
  • The Coach cannot demonstrate the actions.
  • The Rookie should not look at the Star.
  • The Star should continue the 3 movements in order until the Rookie does them correctly.
  • When the Rookie does the movements correctly, players can change roles.
  1. Call players to change roles so that everyone has a turn in each role.

Questions

Was it fun to be the Rookie? Why or why not?

􏰂What made it easy or difficult to follow instructions?

􏰂As a Coach, what made it easy or difficult to give instructions?

In real life, when do you need clear step-by-step instructions?

􏰂What happens when you try to follow instructions that are not clear?

The next time you give instructions, what is one thing that you can do to make them clear?

+ Exclellent game to show how important good instructions / communication it is.
+ Easy to adapt for adault and kids
- Introduce MicoBit?

3. Acting Clues

To give clear and specific instructions; to know that computers depend on clear and specific algorithms.

Rules

Goal: To instruct teammates to act out a word.

Materials: Game Cards, Flipchart/scrap paper, Markers/pens/pencils

No. of Players: 5 or more

Can you think of a time when people did not understand you? / How could you have communicated more clearly?

How to Play

  1. Form teams of 5-6 (make sure each team has a strong writer who can write for the team).
  2. Give each team a set of Game Cards (face down).
  3. Explain and demonstrate that:
  • The first player is the Instructor.
  • The Instructor will take a card. Only the Instructor may see the card.
  • The Instructor will tell the other players how to act out the word on the card.
  • They will give one instruction at a time.
  • The Instructor cannot say any form of the word. (For example, if the word is “flying”, they cannot say “fly”. They can say, “Spread out your arms and move them up and down”.)
  • The Instructor cannot name any pretend objects. (For example, they cannot say, “Move your wings up and down”. They can say, “Move your arms up and down”.)
  • When the Instructor finishes giving instructions, players can guess the word.
  • If players cannot guess correctly, the Instructor can give new instructions to help them.
  • The player that guesses correctly can choose the next Instructor.
  • Teams should give everyone a chance to be the Instructor.
  1. After the game, give paper and markers to each team.
  2. Invite each team to choose one of the actions from the game and write step-by-step instructions for it.
  3. Explain that a set of steps is called an algorithm.
  4. Invite volunteers to read their algorithms for the wider group to follow.
  5. The activity ends at your discretion.

Questions

When you were the Instructor, what was challenging about giving instructions? 􏰂

What did you do if your team could not follow your instructions correctly?

Can you think of a time in real life when it was difficult to understand instructions? 􏰂

What could that person have done to give clearer instructions? 􏰂 Do you know how computers receive instructions?

+ Exclellent game to show the fundamental concept of what an Algorithm is
+ Addapt it for kids
- How Introduce MicoBits?

4. Secret Handshake

To create algorithms with clear instructions.

Rules

Goal: To create instructions for a special handshake.

Materials: Flipchart paper, Markers

No. of Players: 4 or more

Why is it important to give clear instructions? Did you ever create instructions for a computer before?

How to Play

  1. Form teams of 4-6 (make sure each group has a strong writer who can write for the team).
  2. Explain and demonstrate that:
  • In some countries, children like to greet their friends with a secret handshake.
  • Each team will create their own secret handshake.
  • Each player will think of one action for the greeting (this can be any action and players do not need to shake hands)
  • The team will decide what order to do the actions in.
  • The team will write this out as a set of steps, called an algorithm (each team only needs to create one copy of the algorithm).
  • The team can follow their algorithm to see if the instructions are correct. They should make sure they are doing what the algorithm says.
  • If the instructions do not work, the team can fix mistakes.
  • After 15 minutes, teams will test their algorithms with the wider group.
  1. Explain and demonstrate that:
  • To test their algorithms, teams will read the instructions one line at a time.
  • Their peers will follow the instructions one line at a time.
  • Teams cannot demonstrate their algorithm.
  • If the algorithm is not working, they may give new instructions.
  1. The activity ends when all teams have tested their algorithms.

Questions

Was it easy or challenging to create an algorithm for your handshake?

Did your algorithm work the way you expected?

􏰂What was challenging about teaching your handshake to others?

􏰂How did you deal with these challenges?

+ Exclellent game to show the fundamental concept of what an Algorithm is
+ Addaptable it for kids
- How Introduce MicoBits?

5. Architects

To create clear and specific algorithms to meet a goal.

Rules

Goal: To give instructions to create an image.

Materials: Sticks/pencils/stones, Flipchart, paper, Scrap paper 􏰂 Markers

No. of Players: 3 or more

Did you ever give instructions to lead a game or activity?

How to Play

  1. Form teams of 2-4 (make sure each team has a strong writer who can write for the team).
  2. Invite each team to take 2 pages of flipchart paper, markers and 5-6 sticks.
  3. Explain and demonstrate that:
  • Each team will work together to create a design with their sticks and draw it on a piece of scrap paper
  • They should not show their design to the other teams.
  1. Pair each team with another team and name them Team A and Team B.
  2. Explain and demonstrate that:
  • Teams should not show their designs to one another.
  • Team A will clearly instruct Team B to create their design.
  • Team A cannot point or demonstrate when they give instructions. They can only use words.
  • Team B might not follow the instructions correctly. If necessary, Team A can discuss ideas and try a new instruction.
  • As they give instructions, a player from Team A will write down the instructions that work.
  • When the design is complete, it is Team B’s turn to give instructions and write down the instructions.
  1. Explain that each team has created instructions. They will give their written instructions to a new team (Team C) to follow.
  2. Invite teams to see if Team C could create the design.

Questions

Was it easy or challenging to give instructions?

􏰂What were some of the challenges?

􏰂If you play this game again, what will you do to make sure your instructions help players to create the correct design?

In real life, what are some instructions that say the exact measurements to use?

When we create instructions, what do we need to check for to make sure they lead to the right result?

+ Exclellent game to show the fundamental concept of what an Algorithm is
- Addaptable it for kids...
+ Easy to adapt with MicoBits with PixelArt Architecture

6. The Dragon's Flow

To show an algorithm in a flowchart.

Rules

Goal: To guess a sequence of actions and put it in a flowchart.

Materials: Paper, Markers/pens/pencils, Game Cards

No. of Players: 4 or more

What is the first thing that you do in the morning? Second? Third? What is this type of chart called? Flowchart

How to Play

  1. Mark a start and end line approximately 10 metres apart.
  2. Form teams of 4-6 (make sure each team has a strong writer who can write for the team).
  3. Invite one player from each team to volunteer to be the Dragon.
  4. Explain and demonstrate that:
  • They are explorers looking for treasure.
  • A dragon guards the treasure. The only way to pass the dragon is to do 4 actions:
    • Offer to shake its hand.
    • Offer the dragon a fish.
    • Spin around 3 times.
    • Say, “We are here to pass the gate.”
  • Nobody knows the correct order of the actions except the dragon.
  • The Dragon from each team will be behind the end line and have a card that
  • The teams must guess the order and go to the Dragon to do the actions.
  • You will give each team a movement to use to move towards the end line (for example, hop on one foot, crawl, move backwards etc.).
  • When they are one arms-length away from the Dragon, they will do the 4 actions.
  • If the order is incorrect, the Dragon will pretend to breathe fire and chase the team back to the start line to tag them.
  • If a player is tagged, they will join the Dragon at the end line.
  • Teams can try many times until they get the correct order.
  • If it is correct, the Dragon will say, “You may pass.”
  1. Ask teams who are finished to write the actions in order in 2 ways: (1) a list of steps and (2) a flowchart.
  2. If there is time, invite teams who finish early to choose a new Dragon to play again.
  3. Ask the new Dragon to secretly change the order of the steps or to use a new Game Card. says the correct order (see example cards below).
  4. The game ends at your discretion.

Questions

What were the two ways that you wrote the order of the actions?

Did you prefer the list of steps or the flowchart? Why? 􏰂

How is the flowchart helpful?

Have you seen a flowchart before? What was it about?

+ FUN game to show the fundamental concept of what an Algorithm / FlowChart
+ Addaptable it to kids...
+ Easy to adapt with MicoBits with Order with Letters or Numbers 

7. Pep Rally

To find and fix mistakes in algorithms; to have a positive attitude about making mistakes.

Rules

Goal: To find and fix mistakes in an algorithm.

Materials: Paper, Markers/pens/pencils

No. of Players: 6 or more

How do you feel when you make a mistake? 􏰂 How can we learn from our mistakes?

How to Play

  1. Form teams of 6 (make sure each group has a strong writer who can write for the team).
  2. Explain and demonstrate that:
  • Building an algorithm takes time and many different tries.
  • It is normal to make mistakes.
  • They will practice finding and fixing mistakes.
  • Each team will create a short cheer that the group/class can do when they need a break from a hard task. The cheer should be active.
  • Each team will take up to 10 minutes to write out an algorithm (step-by-step instructions) to teach the cheer to another team.
  • As teams create their algorithms, they can try to follow the instructions themselves to make sure they are clear and correct.
  1. When teams finish their algorithms, pair each team with another team.
  2. Explain and demonstrate that:
  • Each team will read their algorithm to the other team one line at a time.
  • As they read each line, the other team will follow the instructions.
  • The team will mark the mistakes that they find in the instructions (for example, something that is not correct or not clear enough). The teams will work together to fix them.
  1. Give teams 15 minutes to test and fix their algorithms.
  2. Gather everyone together.
  3. Explain that the group will celebrate what they have done today by doing the cheers as loud as they can. Invite teams to use their algorithms to lead their cheers with the wider group. (If there is not enough time, explain that when you say “Go!” all teams will do their own cheers at the same time.)

Questions

What was a time that you learned from a mistake? 􏰂

How did that change you or help you grow?

What can you say to encourage a friend who makes a mistake?

+ FUN game to show the fundamental concept of what an Algorithm
+ Addaptable it to kids...
+ Easy to adapt with MicoBits and pixel-art shapes

8. More advanced:

Zigzag Dash

Algorithmic Gymnastics

The Ruler Asks For...

Strike a Pose

Quicksand Race

Dodgeball Tree

Strategy Tree

Barking Dog Remixed

Medley Relay Remix

Obstacle Course