Computing At School Network of Excellence CPD Activity 1 – Stompy Zombie Robots – Teacher Instructions Resources: Student activity sheet for Activity 1 Stompy Zombie Robots Paper and pencils or mini-whiteboards and pens. Rough paper for ammunition Plenty of space! Learning Objectives (from Computing At School Curriculum): KS2 - Algorithms can be represented symbolically or using instructions in a clearly defined language. KS3 - An algorithm is a sequence of precise steps to solve a given problem. Activity: 1. Begin the activity by introducing the word ALGORITHM as a series of defined steps needed to solve a problem. 2. Explain the rules of the game. Each robot can only carry out a single instruction in each turn. The instructions are: FORWARD (number of steps) TURN (LEFT or RIGHT)(number of degrees or points on a clock face) FIRE! 3. Divide students into groups. The number of groups will depend on how much space is available. Groups of 4 or 5 are ideal but larger groups will also work. 4. One student from each group is the designated robot although they can take turns to assume this role! 5. The objective of the game is for the robot to launch a scrunched up ball of paper to hit the robot of the opposing team. It is important that students understand that this is a bit of fun and that they must not throw the paper at close range or aim at the face of their opponent. Make sure that only light, soft paper is used e.g. tissue. 6. Each robot starts the round as far apart as space will allow e.g. at opposite ends of a hall or playground. 7. The team must issue a single instruction at a time to their robot to “control” it. It is then the opposing team’s “move”. A referee needs to count the number of instructions issued by each team. 8. When the robot is in range, they will need to launch their paper ball. If they miss, they must continue to move to avoid the opposing team’s robot. If both robots miss their target. That round has finished with a draw. If one robot scores a hit, that team earn a point. 9. Team members must record each instruction issued. They must try to win in the fewest number of instructions possible. Extension Activities: Teams can add one or two special instructions e.g. SHIELD, TELEPORT, BACKWARDS etc. Draw a flowchart of a winning sequence of moves Use Logo software (or Scratch) to play the game using two sprites Design the robot and make a model Research real robots Lead School: The Stourport High School & VIth Form Centre Master Teacher: Christine Swan ([email protected])
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