Walk
Walk forward
walk_forward
- Studio
- Pad: L stick
Courses on a five by five board where the fewest cards wins, so Repeat and End repeat pay off, with two rows to debug.
Only these. The pack's own rows lay up to five of one card: five Walk forward cards in Who moved the bread? Print this pack's cut sheet once for each group, then untick every card but Walk forward and print it again until each group has five.
Walk
Walk forward
walk_forward
Walk
Walk back
walk_backward
Walk
Turn left
turn_left
Walk
Turn right
turn_right
Walk
Stop
stop
Speed
Slow
slow
Speed
Fast
fast
Look
Look left
look_left
Look
Look right
look_right
Trick
Kick, right
kick_right
Sound
Hello
greet
Control
Start
start
Control
End
end
Control
Repeat
times
repeat
Control
End repeat
end_repeat
Fewest cards wins. Count every card between Start and End: Repeat and End repeat, and every card under another. A Your card is one card. This is where a loop pays off.
Par is the shortest row the pack's author found. If your class finds a shorter one, the par was wrong, not the class.
A row solves a challenge when the duck ends on the goal, has walked through every tunnel the long way, and has not bumped into a wall or the edge of the board. When a challenge names a card to finish with, that card is last. Every Repeat needs its End repeat.
Every challenge card below draws its own board. Here is how big a square is.
One Walk card moves the duck one square. One Turn card is a quarter turn, where it stands. That is the rule on paper and in Studio, and every par is counted by it.
Walk and Turn cards on a duck are timed for now: two seconds each, and the duck does not land on board squares. Measured cards are being tested. So for now the board is played by people and in Studio, and a duck beside it is a trial.
Measured cards walk until the duck's own odometry says one 30 cm square and turn until it says a quarter turn. They are being validated, in Pollen's simulator and then on testers' ducks, before they are switched on.
Tape the board on the floor in 30 cm squares, so a student playing the duck can stand in one. Or draw it on squared paper and walk a finger.
Easiest first. Print this page and it prints these cards and nothing else, four to a sheet, ready to cut. Choose Actual size or 100%.
Loop the course 1 of 10
Par 3 cards
Here the score is cards, not steps. Count every card between Start and End.
Grades 3 to 5. Duck Cards, CC BY 4.0, microduckstudio.com
Loop the course 2 of 10
Par 3 cards
Four Walk forward cards say the same thing four times. Is there a card that says it once?
Grades 3 to 5. Duck Cards, CC BY 4.0, microduckstudio.com
Loop the course 3 of 10
Par 6 cards
This row bumps into something. Act it out, card by card, and stop where the duck goes wrong.
Find the bug. This row, between Start and End, does not solve it. Swap one card to fix it.
Grades 3 to 5. Duck Cards, CC BY 4.0, microduckstudio.com
Loop the course 4 of 10
Par 5 cards
The duck walks all the way round and comes home. What part of the walk happens again and again?
Grades 3 to 5. Duck Cards, CC BY 4.0, microduckstudio.com
Loop the course 5 of 10
Par 6 cards
Each stone is one up and one across. Say one step of the stairs, then repeat it.
Grades 3 to 5. Duck Cards, CC BY 4.0, microduckstudio.com
Loop the course 6 of 10
Par 6 cards
The loop is almost right. Act out the first time round and watch which way the duck faces at the end.
Find the bug. This row, between Start and End, does not solve it. Swap one card to fix it.
Grades 3 to 5. Duck Cards, CC BY 4.0, microduckstudio.com
Loop the course 7 of 10
Par 6 cards
Walk a side, turn, walk a side, turn. A Repeat can hold another Repeat.
Grades 3 to 5. Duck Cards, CC BY 4.0, microduckstudio.com
Loop the course 8 of 10
Par 7 cards
Go all the way round the lake and say hello when you are home. Does Hello go inside the loop, or after it?
Finish with
HelloGrades 3 to 5. Duck Cards, CC BY 4.0, microduckstudio.com
Loop the course 9 of 10
Par 14 cards
Find the part of the path that happens twice. It has two straight runs in it.
Grades 3 to 5. Duck Cards, CC BY 4.0, microduckstudio.com
Loop the course 10 of 10
Par 6 cards
The duck bumps on the very first corner. Which card in the loop turns it, and which way should it turn?
Find the bug. This row, between Start and End, does not solve it. Swap one card to fix it.
Grades 3 to 5. Duck Cards, CC BY 4.0, microduckstudio.com
Each one fits a class period with paper only.
Loops
Solve Down the long dock with plain cards, then again with Repeat and End repeat, writing the number in Repeat's box. The score is cards: count every card between Start and End, Repeat and End repeat included.
Ask: when does a Repeat save cards, and when does it cost one?
Patterns
Before laying cards for Round the pond, trace the path with a finger and say each move aloud. Circle the part you said again and again. That part goes between Repeat and End repeat.
Ask: how did you decide where the loop starts?
Debugging
Hand out the buggy row for Who moved the bread? Groups act it out, find the one wrong card, and fix the row with a single swap. Then do the same for Stones the wrong way, where the wrong card sits inside a loop.
Ask: why does one wrong card inside a loop go wrong more than once?
Nested loops
The big corner and Lap and hello need a Repeat inside a Repeat. Unroll one on paper: write out every card the duck does, in order, and count them. Then count the cards you laid.
Ask: how many steps does the duck take for each card you laid?
Parameters
Speed and Look cards go under a card and change how it moves, not where. On the board they change nothing, and each one costs a card. Add Slow under one walk and Look left under another, and watch the score.
Ask: if a card costs a point and does not move the duck, why would you lay it?
The whole pack is one file in the open duck-pack/0 format. Duck Cards, from microduckstudio.com, CC BY 4.0.