Guided Class Project

Guided Class Project

Robot Hamster Command Centre

Program a robot hamster to patrol snack storage without treating every crumb as an international emergency.

  • Events
  • Commands
  • Sequences
  • Coordinates
  • Messages
  • Debugging

Visible system / hidden curriculum

Build something clear enough to test.

What students build

  • A grid-like map
  • Clear movement commands
  • A known start
  • A target route
  • Command feedback
  • Reset behaviour

What students learn

  • Events as triggers
  • Command order
  • Position and direction
  • Messages between scripts
  • Prediction
  • Sequence debugging

What students need

  • Browser
  • Scratch editor
  • Keyboard
  • Student-drawn hamster and map

This is a game about robot logic. It does not require physical robot hardware.

Suggested build order

Decisions and checkpoints, not a wall of copied blocks.

Students may use different artwork and implementation details. The shared structure keeps the concept teachable.

  1. 01

    Create the command map

    Task: Draw a simple route with a start, target, and one obstacle.

    Build and test this part before adding the next system.

    Checkpoint
    The route can be described in steps.
    Likely mistake
    Making the grid too small for the sprite.
  2. 02

    Define movement commands

    Task: Connect keys or buttons to forward and turn actions.

    Build and test this part before adding the next system.

    Checkpoint
    Each command has one clear effect.
    Likely mistake
    Mixing position and direction changes.
  3. 03

    Set a known start

    Task: Reset position and direction together.

    Build and test this part before adding the next system.

    Checkpoint
    Every attempt begins identically.
    Likely mistake
    Resetting position but not direction.
  4. 04

    Run a sequence

    Task: Trigger several commands in order with visible pacing.

    Build and test this part before adding the next system.

    Checkpoint
    The hamster reaches a predictable result.
    Likely mistake
    Commands overlap because there is no timing.
  5. 05

    Report success or collision

    Task: Use sensing and messages to explain the outcome.

    Build and test this part before adding the next system.

    Checkpoint
    The project distinguishes target and obstacle.
    Likely mistake
    The result message appears before movement ends.

Test it

Try the edges, not only the easy success.

  • Does each command do one thing?
  • Does order matter visibly?
  • Does reset restore direction?
  • Can a route collide between grid points?
  • Does the result wait for the sequence?

Common mistakes

Read the clues before changing code.

  • No event starts the command sequence.
  • Turns also move the hamster.
  • Direction is lost after reset.
  • Several key events run at once.

Improve it

Preserve the core system while changing the project.

  • Add a second route.
  • Display the command history.
  • Allow command planning before execution.
  • Create reusable route functions.

Challenge levels

Choose meaningful difficulty.

LEVEL 1

Builder

Complete a five-command route.

LEVEL 2

Inventor

Store a planned command sequence before running it.

LEVEL 3

Boss Level

Create reusable command procedures for common turns.

Show-teacher checkpoint

Demonstrate the working decisions.

  • Known start and direction
  • Three distinct commands
  • A complete route
  • Obstacle response
  • Visible command feedback
  • One sequence repair