Robot Navigator
Input commands. Execute program. Mission Success.
Boot up your systems! Robot Navigator introduces children to the fundamentals of coding and algorithms. Designed for KS1 and Lower KS2, this game focuses on giving precise instructions to achieve a goal.
It's not just about getting from A to B; it's about understanding orientation (left/right vs. clockwise/anti-clockwise) and sequence.
🤖 How to Play
- Analyse the Grid: Locate your Robot and the flashing Target zone.
- Plan the Route: Think ahead. Does the robot need to turn first? How many steps forward?
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Input Commands: Use the control panel.
- ⬆️ Forward/Backward: Moves the robot in the direction it is facing.
- ↻ Turn: Rotates the robot in place (90°, 180°, 270°).
- Debug: If you end up in the wrong spot, reverse your steps and try a different algorithm!
📚 Curriculum Focus (Computing & Maths)
Robot Navigator bridges the gap between Geometry and Computing:
- Algorithms Create and debug simple programs (sequences of instructions).
- Position & Direction Use mathematical vocabulary to describe position, direction and movement, including movement in a straight line and distinguishing between rotation as a turn and in terms of right angles (quarter, half and three-quarter turns).
- Logical Reasoning Predict the behaviour of simple programs.
🧠 Spatial Reasoning
One of the hardest concepts for young children is "relative direction." If the robot is facing down the screen, "Forward" moves it down, and a "Left Turn" might look like it's turning right from the player's perspective.
This "de-centering" skill is crucial for advanced geometry and map reading skills later in life.
👨👩👧 Tips for Parents
Play "Program the Parent":
- Valid commands only: "Step Forward", "Turn Right", "Turn Left".
- Have your child direct you to the kitchen.
- If they say "Turn Right" but you need to go left, actually turn right to show the "bug" in their code!
Designed for UK Year 1, 2 & 3. Supports Computing and Maths curriculum.