The role of Otto the Robot will now be played by...
Working in groups of 2-4 students, complete the problem solving process to solve the following problem: getting a student from our classroom (sitting in a chair) to the library in the most efficient way. The student must be sitting in a chair in the library for the solution to be complete.
- You will be required to gather other information such as hall distances, number of steps, and location of rooms
- You may want to break down the entire solution into smaller parts (object oriented analysis)
Problem solving process
- Identify the problem
- Understand the problem (collect info to gather a knowledge base)
- Identify alternative solutions
- Select the best solution
- List the instructions to get to the cafeteria
- Evaluate your solution (test your steps)
OttoCode® — instructing Otto the Robot
The person in your group playing Otto the Robot can only understand these instructions:
FWD— Take a step forward (must be standing)
DWN— Take step down a stair (must be standing)
UP— Take a step up a stair (must be standing)
RT— Turn right
RPT(X)— Repeat instructions x times (x can be any number) — example:
- Otto always begins in a seated position
Saving your work
You will discuss your solution through an HTML report that each of you will create individually.
Open an editor and save the empty document as "
1.04H-OttoTheRobot-LastName.html" in your Computer Programming 12 directory.
- Create the empty framework of your HTML report
- Gather together a team of 2-4 students and start answering questions
- Together, consider 2-4 different solutions
- Choose the best solution
- Break your solution down into 5-9 chunks, and then write out the OttoCode® for each chunk
- Do a trial run of your solution with a student volunteering to be Otto
- Complete your HTML report individually and then hand it in
Code an HTML document that looks like this:
Evaluation (out of 10)
- ___/2 — Outcome 1.2 - apply mathematical concepts, including boolean logic, operators
- ___/2 — Outcome 1.3 - define a problem in explicit terms using object-oriented analysis
- ___/2 — Outcome 1.4 - identify and outline strategies to solve a problem
- ___/2 — Outcome 1.5 - apply a range of problem solving skills
- ___/2 — Quality of HMTL code