Robot Turtles

robot-turtlesProgramming is one of those skills that many of my generation and older consider to be about as esoteric as alchemy. Hours of waving your hands over a table. Repeatedly typing thousands of lines of incomprehensible gibberish surrounded by symbols that we just assumed were there to create emoticons. And then… the glorious Technicolor splendor of the electronic universe opens up on our screens.

It’s MAGIC!!

I for one am thrilled that there are people out there who take the time to program our machines to perform any number of tasks. I don’t think I have much of that kind of creativity, but I recognize it as such. I also recognize that the reasoning and imagination that underlie coding are key components that we all need to develop in order to navigate our digital and analogue worlds. The logic of programming applies to business and creative writing and all the games we play.

In an effort to bring the kind of thinking that programming requires to younger audiences, ThinkFun has provided the world with the fantastic little board game Robot Turtles. The game, designed by Dan Shapiro, was successfully funded on Kickstarter. And when I say successfully I mean funded about 25 times Dan’s initial goal. Seriously. Check it out here.

And deservedly so. Robot Turtles is a great game that does a wonderful job of introducing young players in to the game mechanics. These game mechanics are also the basics of programming. It needs to be said that the game does not involve actually programming a computer. Instead, the game mechanics mimic the skills and reasoning that good programming requires.

The goal of the game is to move your turtle to your target gem. You have cards that you play in sequential order that tell your turtle to turn, move ahead, fire a laser, or repeat a series of actions. Each of these actions is introduced over a set of games that gradually increase the complexity of the tasks. This approach to teaching the game might be a little frustrating to older players but it makes the game accessible to very young children. The youngest players will appreciate just moving the turtle around the board. Once they have mastered basic sequential commands, they can progress on to more complex games. In the parlance of most computer games and role-playing games, they can level-up.

Adults could probably jump in to higher levels without playing the “tutorial” levels but this is designed to teach very young children. The pedagogy is solid and each level is fun.

01 AwardAnother aspect that I only appreciated after playing with my kids was the cooperative nature of the game. It can be competitive but it is not written that way. The game encourages you to play with pairs on each team—a young “Turtle Master” and an older “Turtle Mover.” The younger player chooses the cards and makes the decisions but does not actually move the turtle. That is the job of the “Turtle Mover.” In this way, the younger players get to order around the adults who are supposed to follow the instructions chosen by the kids (and provide entertaining sound effects). I’ve been a teacher for 18 years and it still took me by surprise just how exciting it was for the kids to boss around the adults. My daughter chose the cards and I did just what they told me to do. This was a great simulation of digital programming in which the programmer provides instructions that something else (the computer) has to follow.

The most interesting and complex cards were the function cards. These served as markers representing a set of action cards. The actions would always be carried out in the same way whenever a function card was played. For example, in order to turn around the turtle on the most basic level, a “programmer” would have to play two cards (right turn, right turn). At higher levels, the programmer could place two right turn cards and a function card off to the side. If the turtle ever needed to turn around in the game, the programmer would now only need to play one function card.

The game comes with three kinds of barriers which can impede the turtles. Ice blocks can be melted by a laser. Boxes can be pushed. Stone blocks are permanent. The instructions come with some suggested “maps” but you are encouraged to come up with your own challenges and then figure out how you can overcome them with the fewest moves.

Creativity is highly prized but so is efficiency.

The art and instruction are fantastic. The pacing is great for a very wide range of players, and the game play becomes remarkably robust after only a few instructional levels. This is Major Fun for kids and parents and teachers and anyone (like me) who sees that programming should be taught to everyone—neither for economic reasons nor for purely pragmatic reasons but rather because the skills are intrinsic to our development as a species.

And playing with them is fun.

And our new robot overlords are probably going to feed the programmers who brought them to life before they feed the humanities majors who keep churning out post-singularity dystopian fiction.

So maybe there are some pragmatic reasons…

2 – 5 players. Ages 4+

Robot Turtles was designed by Dan Shapiro © 2014 by ThinkFun.

Do you want to play a game?

At some moment on the hazy horizon of memory, I am sitting in the tiny breakfast nook my mother called the “kitchenette.” This me is probably still in elementary school but I’m guessing that middle school is not far off. In this particular recollection I am eating cereal from a white Corelle bowl, but I could just as easily be playing with the last few strands of spaghetti from dinner. I am repeating a phrase over and over, sometimes out loud and sometimes just under my breath.

“Do you want to play?”

Each time I emphasize a different word.

Do you want to play?

Do you want to play?

Do you want to play?

Each iteration carries a slightly different meaning without changing the grammar. The emphasis alters the tone of the question which in turn directs the kind of answer that I expect from my imaginary interlocutor. I’m fascinated with the way the tone shifts with only a little extra volume on a single word. I am especially struck by what is implied when I ask, “DO you want to play?” As if I am speaking to a liar or someone who is only humoring me.

OK, so I was no Blaise Pascal, but in the solipsism of youth, the idea that language could be more than the sum of the literal words was quite a revelation. And that fascination with the subtle (and not so subtle) relationship between the denotational and connotational nature of language stuck with me.

When I tell people what I do as Major Fun, their first reaction is generally one of good natured jealousy. “That must be fun!” And it is! I get to play games and then write about the ones that I think are amazing. I can also write about any and all of the things that I think about as I decide what fits the criteria for the Major Fun Award and what doesn’t. I can write about the fun and playful nature of language.

That part of me that was fascinated by how emphasis shifts the tone of a question also drives me to do more than just play the game, but rather play WITH the game and everything it implies.

Do I want to play this game?

Do I want to play this game?

Do I want to play this game?

Do I want to play this game?

I think many folks regret engaging me in this conversation. It’s about as much fun to listen to wonky abstractions as it is to listen to someone as they relate their dreams. Fortunately for them, in our age of the internet, clicking the Back Button is a handy escape. If you have made it this far then perhaps you are enough like me that from time to time, you will want to splash around a bit in the abstract end of the pool.

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