Aimed at Year 1: introduce algorithms by giving a computer sequences of instructions. Click on animal to change character.
Aim is to get the character to eat the fruit by clicking on yellow boxes to give directions and number of steps. Click 'go' to run code. If you don't reach target, it puts you back to start but allows you to improve code. Green flag to reset. Green X clears the tracks left by your creature.
Press D to add date, N to add name for screenshot and printing for evidence. Click green flag to reset.
Further improved version of previous project following classroom use and feedback from children - this has 3 maze levels when you get more points and arrow blocks will not move if there is no associated number.
The animal also moves 1 block at a time.