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ActivitiesJunior ActivitiesBeginner

Activity: Bug Hunt

Coding Skills

DebuggingSequencing

Rover Concepts

Motors
Activity: Bug Hunt

The teacher wrote three programs to park the Rover in the garage on B7. Every one has a bug. Students act each one out, predict where it will really stop, run it, then find and fix the bug.

At a Glance

  • Year levels: Years 1–3
  • Time: Two 25-minute sessions
  • Blocks: Forward, Turn Left, Turn Right
  • You need: Tape grid with two boxes, a "garage" on B7 (a box or paper sign), the three buggy programs as block cards in envelopes (Bug 1, 2, 3) plus spares, 1 Rover + 1 iPad per group of 3

I Can…

  • predict where the Rover will really stop
  • point to the card where the bug is
  • say what kind of bug it is: missing, extra or wrong
  • fix the bug and test again

Curriculum (Digital Technologies F–2 and 3–4): checking whether algorithms work, then testing and fixing them. Also English (explaining: "The bug is… because…").

The Tape Grid

The Junior tape grid: 7 × 7 squares, start on D1, boxes on B5 and F3

The Junior tape grid: 7 × 7 squares, start on D1, boxes on B5 and F3

  • Run one Forward and mark how far the Rover goes. That is your square size.
  • Tape a 7 × 7 grid: columns A–G across, rows 1–7 going away from you.
  • Start on D1, facing row 7. Boxes on B5 and F3. Garage on B7.

The program that works (keep it to yourself): Forward ×6, Turn Left, Forward ×2.

Be the Rover First

Be the Rover: Forward is one step forward, Reverse is one step back, Turn Left and Turn Right are a quarter turn on the spot

Be the Rover: Forward is one step forward, Reverse is one step back, Turn Left and Turn Right are a quarter turn on the spot

  1. Teacher models a bug. A student walks Forward, Forward, Turn Right. Say: "Hmm, I wanted to go left. Which card is the bug?"
  2. Pairs. The Programmer reads Bug 1, one card at a time. The Rover walks it, saying each square.
  3. Stop where the cards stop. In the garage? If not, where? Swap for Bugs 2 and 3.

Movement break: "Bug or not a bug?" Read short programs. Stand tall for "it works", crouch for "bug".

Predict → Run → Check

  1. Predict: "It should park on B7, but I think it will stop on…"
  2. Run: build the buggy program exactly as written. Rover on D1 facing row 7. Press Play.
  3. Check: where did it stop? Walk the cards, stopping after each one: "Is this where it should be?" The first "no" is the bug.

Groups of 3: Programmer (iPad), Tester (Rover), Reporter ("The bug is… because…"). Swap for each bug.

Steps

Bug 1: The Missing Block

Bug 1: Forward five times, Turn Left, Forward twice. One Forward is missing, so the Rover turns at D6 and stops on B6 instead of the garage on B7

Bug 1: Forward five times, Turn Left, Forward twice. One Forward is missing, so the Rover turns at D6 and stops on B6 instead of the garage on B7

Fix: add one more Forward before the Turn Left (six in total).

Bug 2: The Extra Block

Bug 2: Forward six times, Turn Left, Forward three times. The extra Forward drives through the garage and stops on A7

Bug 2: Forward six times, Turn Left, Forward three times. The extra Forward drives through the garage and stops on A7

Fix: take away one Forward at the end (two in total).

Bug 3: The Wrong Turn

Bug 3: Forward six times, Turn Right, Forward twice. The wrong turn sends the Rover to F7 instead of B7

Bug 3: Forward six times, Turn Right, Forward twice. The wrong turn sends the Rover to F7 instead of B7

Fix: change Turn Right to Turn Left.

4. Write a Bug for a Friend

Write a working program to the garage, then secretly add one bug (missing, extra or wrong). Swap with another group to find and fix.

Make It Easier or Harder

  • Easier: Forward ×3, Turn Right, Forward should reach C4 but stops on E4. What kind of bug?
  • Harder: a program with two bugs in it.

Extensions

  • Crate crash: Turn Left, Forward ×2, Turn Right, Forward ×6 heads up the B column into the box on B5. The blocks are fine; the plan is wrong. How would you go around?
  • Bug log: a class chart of every bug found, sorted into missing, extra and wrong.

Teacher Tips

  • Bugs 1 and 2 in session one; Bug 3 and "write a bug" in session two.
  • Don't hand out the working program. Let students discover the fix.
  • "Bugs are how we learn. Every programmer finds bugs!"

Reflection

  • Thumbs up, sideways or down: "I can find the card where a program goes wrong."
  • Draw one bug: where the Rover should have gone, and where it went.

Continue Learning

Activity: Treasure MapRelated resourceActivity: Treasure MapA Micromelon Junior activity for Years 1–3. Students plan a path to buried treasure on a paper map, walk it as the Rover, then code the Rover to reach the treasure without bumping a crate.

Activity: Rover DetectiveRelated resourceActivity: Rover DetectiveA Micromelon Junior sensor activity for Years 2–3. Students guess distances with their own eyes and arms, then use Check Front, Check Left and Check Right to measure, predict and compare, collecting their first sensor data.

Activity: Square WalkRelated resourceActivity: Square WalkA Micromelon Junior activity for Years 1–2. Students walk a square on a masking-tape grid, then program the Rover to walk it and come home, spotting the repeating pair of blocks that is the idea behind loops.

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Related Resources

Guides and activities to help you get started.

Activity: Square Walk

Activity: Square Walk

Activity: Treasure Map

Activity: Treasure Map

Activity: Emergency Rover

Activity: Emergency Rover

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