Skip to content
Learning Site
Home

About

  • About Robotical
  • Case Studies
  • Meet the Team
  • Blog
  • Contact Us

Our Products

  • Marty the Robot
  • Axiom
  • Cog

Teach

  • Lessons & Resources
  • Marty for Educators
  • Funding & Grants
  • Professional Development
  • Why Teach STEM?
  • Coding Environments
  • Student Led Learning

Let's Code

  • Marty the Robot
  • Code Online
  • Marty Apple App
  • Marty Android App
  • Update your Marty
  • Cog
  • Code Online
  • Cog iOS App
  • Cog Android App
  • Axiom
  • Axiom Science

Support

  • Marty Get Started
  • Cog Quick Start Guide
  • Axiom Science Quick Start Guide
  • Support & FAQs
  • Marty V2 User Guides
  • Marty V1 Resources
  • Request Support
  • Request Top-Up Training

Shop

  • Marty the Robot and Physical Computing
  • Class Packs
  • Add Ons & Extras
  • Account
  • Shipping, Returns & Cancellations
  • Distributors
HomeLessonsUnits of workCurriculum standardsTutorials

Information

  • Lessons & Resources
  • Knowledge Base & User Guides
  • About Us
  • Shipping, Returns & Cancellation
  • Privacy Policy
  • Learning site privacy
  • Terms of Service
  • Partner Hub

Support & Help

  • Support & Help Center
  • Getting Started with Marty V2
  • Getting Started with Marty V1

Learning, Resources & Guides

  • Marty V2 Lessons Site
  • Marty V1 Lessons Site

Contact Us in the UK

Stanhope House,12 Stanhope Place,Edinburgh,United Kingdom,EH12 5HH
(+44) 0131 564 0922
hello@robotical.io
Contact Us

Contact Us in the US

2810N Church St, PMB 61694,Wilmington,Delaware,USA19802-4447
(+1) 833 886 1661
hello@robotical.io
Contact Us

Why not join our mailing list?

For News, New Products and Special Offers

Join mailing list

Copyright 2016-2026 © Robotical Ltd

Step 4 of 4

2: Learning to Code with Marty Blocks Jr

Step 4 of 4: 1.05: Fixing Instructions

  1. 41.05: Fixing Instructions
Marty app
CurrentPrevious

1.05: Fixing Instructions

What happens when there is a mistake

1.05: Fixing Instructions
Estimated time
45 minutes
Difficulty
Intermediate
Products
Marty V2

Unit resources

Learner resources

  • 1.02 Getting Started with MartyBlocks Jr.zip
  • 1.03 An Argument with Marty.zip
  • 1.04 Let's do that again.zip
  • 1.05 Fixing Instructions.zip

On this page

  1. Lesson overview
  2. Objectives & resources
  3. Key vocabulary
  4. Lesson plan
  5. Extensions and challenges
  6. Additional reading
  7. Curriculum standards

Extensions and challenges

Extend

Have learners create broken code for their peers. It will help for them to first properly create the instructions and then either change the order of 2 or 3 blocks or delete or add a block. Then have another group discuss, debug and test their solution.

Support

A key thing is to ask questions about what the bug, they have identified, is. Removing the pressure of writing about a bug should encourage them to engage with their peers and the code in the workbook.

Additional reading

  • Marty the Robot Educator Guide
  • Educator FAQ

Curriculum standards

20
Choose your curriculum to see the relevant standards.

20 of 20 linked standards shown.

Australian CurriculumAustralia3
Curriculum areaLinked standards
Digital Technologies, Design & technologies: Design & Technologies
Digital Technologies, Design & technologies: Digital Technologies

Select a code to read the full standard.

Digital Technologies, Design & technologies: Design & Technologies

  • ACTDEP015Generate, develop, and communicate design ideas and decisions using appropriate technical terms and graphical representation techniques

Digital Technologies, Design & technologies: Digital Technologies

  • ACTDIP010Define simple problems, and describe and follow a sequence of steps and decisions (algorithms) needed to solve them
  • ACTDIP012Explain how student solutions and existing information systems meet common personal, school or community needs
CSTA Education StandardsUSA2
Curriculum areaLinked standards
General standards

Select a code to read the full standard.

  • 1B-CS-03Determine potential solutions to solve simple hardware and software problems using common troubleshooting strategies.
  • 1B-AP-15Test and debug (identify and fix errors) a program or algorithm to ensure it runs as intended.
Curriculum for ExcellenceScotland10
Curriculum areaLinked standards
Health and Wellbeing: Mental, Emotional, Social and Physical Wellbeing
Literacy & English: Listening and Talking
Literacy & English: Reading
Literacy & English: Writing
Numeracy: Number, Money and Measure
Technologies: Computing Science

Select a code to read the full standard.

Health and Wellbeing: Mental, Emotional, Social and Physical Wellbeing

  • HWB 0-14a / HWB 1-14a / HWB 2-14a / HWB 3-14a / HWB 4-14aSocial wellbeing

Literacy & English: Listening and Talking

  • LIT 1-02aTools for listening and talking
  • LIT 1-07aUnderstanding, analysing and evaluating

Literacy & English: Reading

  • LIT 1-13aTools for reading
  • LIT 1-15aFinding and using information

Literacy & English: Writing

  • LIT 1-28a / LIT 1-29aCreating texts

Numeracy: Number, Money and Measure

  • MNU 1-01aEstimation and rounding
  • MNU 1-11aMeasurement

Technologies: Computing Science

  • TCH 1-14aUnderstanding and analysing computing technology
  • TCH 1-15aDesigning, building and testing computing solutions
England's National CurriculumEngland2
Curriculum areaLinked standards
Computing, Design and Technology: Computing
Computing, Design and Technology: Design and Technology

Select a code to read the full standard.

Computing, Design and Technology: Computing

  • ✔️Understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and unambiguous instructions

Computing, Design and Technology: Design and Technology

  • ✔️Design purposeful, functional, appealing products for themselves and other users based on design criteria
ISTEUSA2
Curriculum areaLinked standards
International Society for Technology in Education (ISTE)

Select a code to read the full standard.

International Society for Technology in Education (ISTE)

  • 1aStudents articulate and set personal learning goals, develop strategies leveraging technology to achieve them and reflect on the learning process itself to improve learning outcomes.
  • 4cStudents develop, test and refine prototypes as part of a cyclical design process.
TEKSUSA1
Curriculum areaLinked standards
Elementary Technology Applications: Grade 3 to Grade 5

Select a code to read the full standard.

Elementary Technology Applications: Grade 3 to Grade 5

  • 6.DTechnology operations and concepts. The student demonstrates knowledge and appropriate use of technology systems, concepts, and operations. The student is expected to: troubleshoot minor technical problems with hardware and software using available resources such as online help and knowledge bases; and

Resources

Learner resources

  • Workbook for Fixing InstructionsFile links loading
  • Story text for lessonFile links loading

Educator resources

  • Teacher GuideFile links loading
  • Presentation for Fixing InstructionsFile links loading
2: Learning to Code with Marty Blocks Jr
Unit overview
11.02: Getting Started with Blocks Jr
21.03: An Argument with Marty
31.04: Let's Do That Again
Previous step1.04: Let's Do That Again
Unit completeUnit overview

Lesson overview

In this lesson, learners will examine several examples of code and determine if they do what they are supposed to do. This examination often leads to finding mistakes, bugs, and fixing them, debugging.

Learners will be challenged to explain why a person might have made a mistake like this.

Prerequisite knowledge

Direction symbols; ordering instructions; repeat blocks

Cross-curricular links

Editing

Learning objectives

  • I can find a mistake in someone's instructions.
  • I can debug the instructions.

Resources and equipment

  • Marty V2
  • Device with MartyBlocks Jr

Key vocabulary

  • Bug
  • Debug

Lesson plan

For this entire lesson, Marty should be on the ground, not on a table.

Warm up

Share with learners the objectives and success criteria for today's lesson, from the presentation.

Play the game telephone, with your class:

  • Have learners sit or stand in a circle.
  • The first player thinks of a message, maybe an advertising slogan, a catchphrase from a character they know or a known saying. It may help to have that person whisper it to you as well so not one forgets it.
  • The player whispers it to their neighbor, who whispers to theirs, around the whole circle.
  • The last person to have the message whispered to them says it aloud, or writes it down.
  • The initial message person shares what they said.
  • Chances are the initial message and the final one will not be the same.

You could say that there was a bug somewhere because the message is not what it was supposed to be. Tell learners, this is very similar with computers and robots and the instructions that are written for them. A person, called a programmer, knows what they want to do so they create a plan for their instructions. Sometimes the computer, or robot, doesn't understand the instructions the way they are written and we could call this a bug. The programmers job changes from writing the instructions to debugging what they write to fix the mistake.

Read the story text from the lesson. The presentation will contain video to support the day's learning.

Below is a video describing how the term debug came to be, it is located in the presentation as part of the narrative. The video in the presentation is set to stop at 68 seconds and will stop automatically. If you wish, feel free to show more about Grace Hopper by clicking the YouTube logo while the video is playing.

Watch on YouTube

Get Learning

Learners will have seen the video of Marty trying to paint the wall and step back for more paint from the presentation, it is inserted below.

Watch on YouTube

Ask learners what they think the problem with the instructions might be. Learners might suggest he walked too many steps, he didn't move to the side, he didn't turn, he didn't stop quickly enough, he took too long to step back.

Share with learners the buggy painting code, in the presentation. Ask them to put on their detective hats to see what it was that Marty did that was incorrect. Learners can consult the workbook to debug the code, it is suggested they program Marty with this code in order to try and debug it.

Bring learners back to talk about what may have caused the bugs and how they decided to approach fixing the problem. The likelihood is that there are a number of potential solutions to the bug they identified, largely depending on what they decided they wanted Marty to do. There is no one correct answer, each answer depends on the goal they had identified for Marty that was not achieved with the initial code. One idea is suggested in the teacher guide. The video in the presentation shows this.

Time for Practice

In the workbook, there are other examples of 'buggy' code. Beside each snippet, there is a description of what the programmer wanted Marty to do. In each instance, Marty did not manage to achieve the goal due to one or more mistakes. Have learners discuss, in their groups, what they can see in the code that looks wrong. Once they have had the time to work through this, have them recreate the code in the app to see how Marty reacts; encourage learners to go slow: start with the event block and the next command; have them click to run this. If Marty looks good so far, add the next command and run that. This physical debugging process aims to support the abstract nature of the code: once learners see the mistake through Marty's movement, they should be able to identify where the bug exists, in the code.

There is a space for learners to comment on the buggy code, they might use the boxes to tick or cross the good / buggy code or write a brief comment to describe what was wrong and how they fixed it depending on their writing ability. Ideally, learners should recreate and fix the buggy code on their own devices and show this to you as evidence of work complete, allowing them to explain their thinking while you are there.

Cool Down

Bring learners back together to discuss the challenges they faced and overcame. Have groups model their creations and explain what was wrong and how they fixed it. Different groups may have identified different routes to solve the same bug; celebrate this diversity. Encourage other groups to ask about the work of other groups so that the questioner and the ones being questioned can develop their understanding.

Suggested questions you might ask:

  • How easy was it to detect the bugs?
  • Did everyone in your group agree about the best way to fix the bugs? If they didn't, how did you solve the disagreement?
  • Were there any solutions you are particularly proud of?

Carry out any end of lesson routines.

Log off devices and clear everything away.