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ActivitiesJunior ActivitiesBeginner

Activity: Treasure Map

Coding Skills

SequencingAlgorithm Design

Rover Concepts

Motors
Activity: Treasure Map

Somewhere on the grid there is buried treasure, and two crates are in the way. Students plan a path on a paper map, walk it as the Rover, then code the Rover to reach the treasure without touching a crate.

At a Glance

  • Year levels: Years 1–3
  • Time: Two or three 25-minute sessions
  • Blocks: Forward, Turn Left, Turn Right (plus a light and a buzz to celebrate)
  • You need: Tape grid with two boxes, a printed map per group (below), block cards, a paper star for the treasure, 1 Rover + 1 iPad per group of 3

I Can…

  • find a square using its letter and number (like C6)
  • draw a path to the treasure that misses the crates
  • turn my path into block cards, in order
  • predict where the Rover will be after each block

Curriculum (Digital Technologies F–2 and 3–4): following, then designing, algorithms as a sequence of steps. Also Maths (grid references, position, direction).

The Tape Grid and Map

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. Crates on B5 and F3. Put a paper star on the treasure square.

Print this map for each group. Students draw their path in pencil before coding.

Printable treasure map: the 7 × 7 grid with the start on D1, crates on B5 and F3, and treasure on C6, F6 and G7

Printable treasure map: the 7 × 7 grid with the start on D1, crates on B5 and F3, and treasure on C6, F6 and G7

Be the Rover First

  1. Teacher models. Stand on D1. Point to C6 and think aloud: "Up the D column to row 6, then one left. Forward five times, Turn Left, Forward."
  2. Pairs. The Programmer draws a path, then reads it as cards. The Rover walks it, counting: "Forward, D2. Forward, D3…"
  3. Check: on the treasure? Touched a crate? Back to the map. Then swap.

Movement break: call out a square ("E4!"). Everyone points to it on their map, then turns to face it.

Predict → Run → Check

  1. Predict: "The Rover will stop on… facing…"
  2. Run: Rover on D1 facing row 7. Press Play. Hands off!
  3. Check: treasure reached? Crate touched? If not, walk the cards and find the card where it went wrong.

Groups of 3: Programmer (iPad), Tester (Rover), Reporter (holds the map and ticks off squares). Swap every run.

Steps

1. Treasure on C6

Treasure on C6: Forward five times up the D column, Turn Left, Forward, then Make Lights Blue and Buzz High to celebrate

Treasure on C6: Forward five times up the D column, Turn Left, Forward, then Make Lights Blue and Buzz High to celebrate

2. Treasure on F6

Treasure on F6: Forward five times, Turn Right, Forward twice. Turning right first leads into the crate on F3

Treasure on F6: Forward five times, Turn Right, Forward twice. Turning right first leads into the crate on F3

Ask: what if we turned right first? Walk it on the grid. (Straight into the crate on F3.)

3. Treasure on G7

Treasure on G7: up then right takes 10 blocks; right then up takes 11

Treasure on G7: up then right takes 10 blocks; right then up takes 11

Two paths work. Count the blocks and compare: 10 or 11? Which is shorter?

Make It Easier or Harder

  • Easier: treasure on D4 (straight ahead), then C2 (one turn).
  • Harder: treasure that needs two turns, like A7 or G6.

Extensions

  • Two treasures: collect C6, then F6. After C6 the Rover faces column A, so it must turn around first.
  • Map for a friend: one group hides the treasure and writes the cards; another follows them.

Teacher Tips

  • One session on paper and the tape grid, one session coding.
  • Students often count the square they're standing on. Walking it fixes this: "You're on D1. Step. Now D2."
  • A crate crash is a great result: now the group knows exactly what to fix.

Reflection

  • Thumbs up, sideways or down: "I can plan a path before I code it."
  • Draw your final path on the map and write how many blocks you used.

Continue Learning

Activity: Bug HuntRelated resourceActivity: Bug HuntA Micromelon Junior debugging activity for Years 1–3. The teacher's programs should park the Rover in the garage on B7, but each one has a bug. Students act them out, spot the bug and fix it.

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.

Activity: Maze IRelated resourceActivity: Maze ILearn the basics of maze solving using the ultrasonic and IR sensors to detect walls and navigate simple paths.

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Related Resources

Guides and activities to help you get started.

Activity: Bug Hunt

Activity: Bug Hunt

Activity: Square Walk

Activity: Square Walk

Activity: Emergency Rover

Activity: Emergency Rover

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