Game Rules - Rero Maths and Coding Challenge 2018

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rero ​Maths and Coding Challenge 2018 

(Version 1.0 - 6th March 2018)

Overview

For this category, teams are required to program their rero Jr robots live on the spot to
complete a coding challenge. The actual tasks will only be revealed on the day of the
event. Participants will be using rero Planner, a flow-chart based​ graphical programming
interface (GUI) to do the programming.

Tentative Program

Tentative Schedule
08:15am - 09:00am Registration
09:00am - 09:15am Briefing Session / Preparation Time
09:15am - 10.00am Individual Challenge (Theory)
10.00am - 01:00pm Team Coding Challenge
01:00pm - 02:00pm Lunch Break
02:00pm - 03:15pm Finals
03.45pm - 04.30pm Prize Giving Ceremony
Preparations:

Before the competition...


1. Team members should complete all lessons and challenges in the Quick Start
Guide (the booklet that comes with rero Basic Set). Teams are strongly
encouraged to do additional practice challenges (download from
www.rero.io/resources2018​).
2. Pre-install the latest rero Planner software to your laptop. You can download the
software from​ ​www.rero.io/download​.
3. Create a folder “​<your team name>_rero” on your laptop’s desktop.
Participants are required to save their Planner file for each attempt to this folder.
In case of dispute, teams will be required to submit their Planner files for
evaluation.

On the day of the competition, teams are required to ..


4. Be PUNCTUAL. The competition will start on time as scheduled.
5. Bring ONE laptop, ONE rero Jr robot (rero Basic Set) and one extension cable.
*Remember to bring the battery charger/adapter as well.
Competition Format

Individual Challenge (Theory)

Duration : 30-45 mins


Format : Objective questions only
- matching, multiple choice items, fill in the blanks, etc.
*Sample questions will be uploaded to ​www.rero.io/resources2018​ .
Scope : rero Jr Quick Start Guide (booklet that comes with rero Basic Set)

Team Challenge (Coding Tasks)

Duration : 3 hours (unlimited attempts)


Tasks :
● There are 5 tasks of increasing level of difficulty.
● Participants are required to complete Level 1 task before proceeding to the next task.
● The tasks are similar to the tasks in the booklet and additional practice challenges.
● Visuals guides will be provided to assist young participants to understand the task
requirements.

Finals (for Top 6 Teams)

Top 6 teams will proceed to the Finals, whereby they will have to compete against one
another in terms of speed and accuracy.

Duration : 1 hour (unlimited attempts)


Task : Program rero Jr to collect “numbers” from the gamefields and then use
the collected “numbers” to solve simple mathematical equations (addition,
subtraction, multiplication and division).
Scope for the Competition

Able to program rero Jr to….

( ) … leave the Home Base and then continue to line follow.


( ) … change its Head LED colour.
( ) … detect an object in its path.
( ) … grab the object.
( ) … collect an object placed along the track.
( ) … collect an object placed off the track.
( ) … sort objects according to colour (black vs white).
( ) … count junction(s).
( ) … turn left/right.
( ) … make precise movements
e.g. move forward for xxx distance, turn to a specific angle
( ) … loop part of the program using the Counter Block.
( ) … go back and stop at the Home Base.

Besides brushing up your programming skills, you also need to learn to…
( ) ...solve math equations (addition, subtraction, division, multiplication)
( ) ...communicate and work as a team.
( ) ...manage your time and perform under pressure.
( ) ...apply computational thinking to solve the challenge.
( ) ...troubleshoot when your program doesn’t work.
Resources :

1. You can download a pdf copy of the Quick Start Guide lessons at
www.rero.io/curriculum​ >> Coding With rero Jr.
2. Watch sample challenge videos at ​www.youtube.com/rerokit >> Learn to Code
with rero Jr. Download sample answers from ​www.rero.io/resources2018​.

3. Download additional practice challenges from ​www.rero.io/resources2018​.


Train yourself to accomplish each task using only ONE planner file and time
yourself as you do the programming. Bear in mind that you have limited time
during the competition. Practise, practise and practise together as a team to
improve your speed and accuracy.
4. The game field for this challenge will be ​grid squares printed on white vinyl
material. For practice, you can use black vinyl electrical tape on any smooth and
light-coloured (preferably white) surface. You can easily get this tape at any
hardware shop or supermarket. Please take note that the width MUST be 18mm
+/- 2mm.
Game Rules and Regulations​

1. The Team Challenge takes place within a Challenge Area over the duration of
the ​Challenge Period. Only participants and organizing personnel may enter the
Challenge Area.
2. During the briefing session, each team will be given a Sealed Envelope
containing written instructions (and visual guides for the tasks to be completed).
3. The game field for this challenge will be grid squares printed on white vinyl
material.
4. The tasks are crafted to test the participants’ mastery of the skills covered in rero
Jr Quick Start Guide and also additional practice challenges.
5. There are 5 tasks of increasing level of difficulty. Participants are required to
complete Level 1 task before proceeding to the next task.
6. Participants are required to save their Planner file for each attempt to a folder on
their laptop’s desktop. In case of dispute, teams will be required to submit their
Planner files for evaluation.
7. Participants can make unlimited attempts over the duration of the Challenge
Period. Time limit for each attempt is 2 minutes.
8. Participants must queue up to attempt the challenge. Participants may only join
the queue if they are holding the team’s rero Jr in hand.
9. The queue will close at 12.30pm (i.e. teams will have to be in queue by 12.30pm
if they want to make one final attempt. Challenge Period ends at 1.00pm sharp or
earlier).
10. Top 6 teams will proceed to the Finals.
11. In the Finals, teams will compete to collect “numbers” from the gamefields and
then use the collected “numbers” to solve simple mathematical equations.
Scoring and Ranking

Individual Challenge (Theory)

● Pass or Fail - achieve at least 70% to pass.


● Bonus +5 points will be added to the team’s overall score for each team member
who passes the individual challenge. No point/penalty for team members who fail
the individual challenge. Example:

Member 1 Member 2 Member 3 Score

Pass Pass Pass +15 points

Pass Fail Fail +5 points

Pass Pass Absent / N/A +10 points

Team Challenge and Finals (Coding Tasks)

Scoring will be based on successful completion of the task(s).

Ranking

1. Ranking to determine the Top 6 teams will be based on the criteria below,
according to the following order of priority:
a. Team with the highest overall score (individual scores + team score)
b. Team that completes the Team Challenge the earliest.
c. Team that makes the least number of attempts.

2. In the Finals, ranking will be based on the criteria below, according to the
following order of priority:
a. Team with the highest score.
b. Team that completes the task the earliest.
c. Team that makes the least number of attempts.
d. Team with the best program (decision by the Chief Judge).
Awards and Prizes

1. The top 6 teams will be the Champion, First Runner Up, Second Runner Up and
3x Excellence Award winners. Winners will receive a trophy/medals and
certificates of achievement and represent the state to compete at the national
level competition.
2. All participants who pass both the individual AND team challenges will receive a
certificate of achievement.
3. Certificate of participation will be issued to ALL participants.

Offenses and Disqualification​

1. Participants who obstruct the flow of the event or cause inconvenience to other
teams will be given warnings by the organizing personnel.
2. Punishment via point reduction may be taken on repeated offenses. In extreme
cases, teams may be disqualified. Such offenses include:
a. Deliberately cutting queue.
b. Deliberately wasting time on the game field.
c. Deliberately sabotaging/causing damage to another team’s robot, laptop
or other property.
3. Participants are not allowed to communicate with non-team members (for
example trainers, parents, members of another team etc) for the duration of the
challenge. Warnings will be given and in extreme cases, the team may be
disqualified for violating this rule.
4. In case of dispute, the judges’ decisions are final.
​Friendly Reminders
1) Remember to bring the following items:-
a) ONE laptop - make sure that you have rero Planner installed. Create a
new folder on your laptop’s desktop and use “<your team name>_rero” as
the folder name.
b) ONE rero Jr (rero basic set) per team. Bring the complete set, including
the booklet, adapter/charger and USB cable.
c) AC extension cable.

2) Save your planner file for every attempt to the folder.


3) Remember to quickly calibrate the line sensor on the game field before each
attempt.
4) Keep your rero Jr fully charged to ensure optimum performance.
5) Go to the toilet before entering the Challenge Area. Please take note that you are
not allowed to re-enter the Challenge Area once you exit.
6) Please take note that you are NOT allowed to...
a) ... use/take out your mobile phone when you are in the Challenge Area.
b) ... communicate with your parent, trainer or any non-team member when
the challenge is on-going.
c) ...refer to or open any pre-saved program files.
7) Warnings will be given if you do not comply with the above restrictions. Penalty
-5 points will be deducted for repeated offense. For extreme cases, the offending
team may be disqualified.

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