Mission Possible: The King´s Treasure
12-13 years
4h 30m + pre- and post-work
4051
Embark on an exciting treasure hunt in Mission Possible: The King’s Treasure! The king has lost his treasure and needs help finding it. In this module, learners solve different challenges with a robot to help search for the king's treasure. Learners will practice algorithmic thinking, develop programs, and iterate on their creations through testing and refinement. Mission Possible guides learners through the fundamentals of programming, highlighting the significance of exploration, collaboration, and effective strategy selection.
In Mission Possible: The King’s Treasure learners use LEGO® SPIKE™ Prime robots to search for the king’s treasure at a royal palace. During their visit to the Newton Room, learners carry out their tasks on a robotics table with a customised mat. Specifically, they navigate the trails and obstacles in area around the palace. The palace itself is a 3D model based on the Royal Palace in Oslo.
The aim is for learners to use their mission of finding the king’s treasure to practice basic algorithmic thinking and block-based programming. The module allows learners to investigate different representations of algorithms. They write pseudocode, give instructions verbally, and program code digitally. The program they create will be tested with a robot, and the learners will reflect and discuss how their program works and can be improved. In this module, the robots give the learners immediate visual feedback on their programming. The hands-on activities challenge the learners to work together to choose and trial their selected strategies.
The learners are assigned to work in teams of four throughout the module; however, they often work in pairs within the team. Each team has two robots, one for each pair. The robot is the agent in the mission and the learners are to act as robot operators.
In the Pre-work for the module, visiting class teachers will help their learners practise algorithmic thinking and prepare pseudocode, thus experiencing first-hand the importance of providing precise instructions and chronology in coding.
The module is divided into 4 activities.
Activity 1 - Training Camp
Robot operators need to train before they take part in the treasure hunt. Learners are introduced to the robot's parts and learn basic functions, including getting the robot to drive straight, turn, and follow a line. During the training camp activity, the learners work with loops and practise simple coding.
Activity 2 - Recon
Who has taken the treasure and where is it? The learners work together to plan a search for the treasure and any thieves. They choose a strategy, create a pseudocode, and program a robot to survey the area around the palace. The activity is summarised with the learners presenting the strategy and programs used.
Activity 3 - The King's Treasure
The king's treasure has been found! Now, it must be transported back to the palace and opened. Learners collaboratively plan, design pseudocode, implement, test, and improve their programs.
Activity 4 - Presentation of Mission Possible
The teams demonstrate, describe, and expand upon their methodologies for transporting and opening the treasure chest. These presentations form the basis for a discussion about specific strategies and coding choices, but also about good programming practice in general.
In the Post-work for Mission Possible, the learners will interpret additional robot programs.