ICONIC GAMESYEAR 4
TERM 4 · WEEK 2Time Machine: Break the Code

TERM 4 · WEEK 2

Time Machine: Break the Code

Year 4 learners entering a cinematic Aotearoa-inspired Time Machine headquarters with a glowing temporal energy core.
TIME MACHINE STATUS0 / 7 SYSTEMS ONLINE
REWORDSPrefix circuit 01LOGStart-up order IFPROGRAMCommand deck ×CODESTime locks ▲ROBOTDebug bay ✦VAULTTime Code hunt ✓HOMECheck in

The timeline has fractured. Repair the word circuits, start-up log, program, code chamber and robot route — then recover the Time Code.

0 / 7 missions complete

ENGLISH

Debug the Word

01 · Word Decoder

The Time Machine is misreading command words. Learn how a prefix changes a base word, then use that meaning to repair real instructions.

WHAT AM I LEARNING?

Build words by joining common prefixes to base words, then explain how the prefix changes the meaning.

YOUR MISSION

Repair six word circuits by choosing both parts: re + write, re + play, re + do, un + lock, dis + agree, dis + connect. Use the prefix meaning to decide which two parts belong together, then use one repaired word in a time-machine instruction.

Need help? See the steps
TEACH · LEARN THE IDEA

A prefix is a meaningful word part added to the front of a base word. In this Year 4 mission, re- means again or back, un- can mean not or reverse an action, and dis- can mean apart, away or the opposite action. The base word still carries the main idea: write → rewrite means write again; lock → unlock means reverse the lock action; connect → disconnect means separate a connection.

  1. STEP 1Read the base word first and say what it means.
  2. STEP 2Add re- or mis- and predict how the meaning will change.
  3. STEP 3Build the target word and check the feedback.
  4. STEP 4Use the meaning in a new Time Machine instruction instead of only recognising the word.
TIMELINE STATUS · SYSTEM 01 WORD CIRCUIT 0 / 5 SYSTEMS ONLINE
W L P C R
WORD DECODER · ENGLISH

Repair the Prefix Circuits

0 / 6
LEARN THE CODE

A prefix is a word part added to the front of a base word. The prefix changes the meaning, while the base word carries the main idea.

RE-again UN-reverse / not DIS-not / apart
WE DO ONE TOGETHERre + pack → repackPack is the base word. re- tells us to pack again.

Build a word that means write something again.

1 · CHOOSE A PREFIX
2 · CHOOSE A BASE WORD
?+?→?
Choose one prefix and one base word, then connect them.
YOUR REPAIRED WORDSWords you have connected
0 / 6
1Waiting…2Waiting…3Waiting…4Waiting…5Waiting…6Waiting…

Each correct prefix + base word stays here as you build it.

ENGLISH · TECHNOLOGY

The Broken Time Log

02 · Chrono Log

The Time Machine stopped during start-up. Read the fault log, find the bug, repair the order, then prove how you knew.

WHAT AM I LEARNING?

Follow a sequence of instructions, identify a broken step and justify the correction using text evidence.

YOUR MISSION

Read the fault log, identify the first unsafe action, repair the start-up sequence, then use one exact log detail as evidence for your correction.

Need help? See the steps
TEACH · LEARN THE IDEA

Sequence is the order actions happen in. Evidence is a detail from the text that supports your conclusion. When debugging instructions, do not just guess a better order: identify the failure, use the log as evidence, then move the step that caused the problem.

  1. STEP 1Read the full fault log before moving anything.
  2. STEP 2Find the line that shows what failed.
  3. STEP 3Compare the recorded order with the safe start-up rule.
  4. STEP 4Repair the sequence and test it.
  5. STEP 5Choose the exact log evidence that proves why your repair works.
TIMELINE STATUS · SYSTEM 02 START-UP LOG 0 / 5 SYSTEMS ONLINE
W L P C R
CHRONO LOG · ENGLISH + TECHNOLOGY

Repair the Broken Start-Up Log

FAULT FOUND
THE STORY

The Time Machine tried to launch — but it stopped. Something happened in the wrong order. Read what happened, work out the bug, then rebuild the start-up sequence and test your repair.

1
STEP 1 · READ WHAT HAPPENED

Find the error in the fault log

Read from top to bottom. The machine tells you exactly where it failed.

09:14Destination year 1886 accepted.
09:15Safety door sealed.
09:16START pressed.
ERRORNo destination code loaded.
09:17Destination code entered.
09:18READY light turned green.

The red ERROR line is the clue. What happened just before it?

2
STEP 2 · SPOT THE BUG

What went wrong?

Choose the explanation that matches the fault log.

Use the ERROR line and the times around it.
3
STEP 3 · REPAIR THE ORDER

Move the start-up steps into a safe order

The cards begin in the same broken order as the fault log. Move them until everything that must happen before START is above it.

1 CHECK DESTINATION YEAR
2 CLOSE SAFETY DOOR
3 PRESS START
4 ENTER DESTINATION CODE
5 WAIT FOR GREEN READY LIGHT
First spot the bug above. Then repair the order and test it.
4
STEP 4 · PROVE IT

How did you know what needed fixing?

Choose the evidence from the fault log that proves why START had to move.

Choose the line that directly explains the failure.

ENGLISH · TECHNOLOGY

Program the Time Machine

03 · Command Deck

Program the Time Machine in two stages: build and test a working algorithm, then explain the final algorithm independently in your own words.

WHAT AM I LEARNING?

Build, test and independently write a precise algorithm using sequence, imperative verbs and conditional language.

YOUR MISSION

Build and test a 6–8 step algorithm for sending the fictional time machine safely to a destination. After it runs safely, write the final algorithm independently in your own words. Use clear action verbs and at least one if/then instruction.

Need help? See the steps
TEACH · LEARN THE IDEA

An algorithm is a precise sequence of instructions that can be followed without guessing. Good algorithms use clear imperative verbs such as check, enter, wait and press. A conditional instruction uses IF to name a condition and THEN to say what should happen when that condition is true.

  1. STEP 1Practise a short conditional sequence with the scanner.
  2. STEP 2Choose a destination and build a 6–8 step program.
  3. STEP 3Run the program and use the debugger if an unsafe step appears.
  4. STEP 4After the built program works, write a fresh 6–8 step algorithm in your own words.
  5. STEP 5Check that your writing has a logical order, precise verbs and at least one if/then condition.
TIMELINE STATUS · SYSTEM 03 COMMAND DECK 0 / 5 SYSTEMS ONLINE
W L P C R
COMMAND DECK · ENGLISH + TECHNOLOGY

Program the Time Machine

GUIDED PRACTICE
WE DO ONE TOGETHER · CONDITIONAL INSTRUCTIONS

A scanner flashes red when its cable is loose. A complete conditional instruction needs both the condition and the action.

MODELIF the scanner light is red, THEN reconnect the cable.IF tells us when. THEN tells us what action to take.
GUIDED PRACTICE · WHICH INSTRUCTION CAN THE MACHINE FOLLOW?
Choose the instruction that gives both a condition and an action.

MATHS

Time-Code Maths

04 · Code Chamber

Four different maths ideas control the Time Machine. Learn one strategy, solve one lock, then move to the next.

WHAT AM I LEARNING?

Use elapsed time, patterns, grid references and turns to solve a coded route.

YOUR MISSION

1) The machine leaves at 9:35 and travels for 45 minutes. Arrival time? 2) Continue 4, 8, 12, 16, __. 3) Start at B4 and move north 2 squares. Where are you? 4) Face east and make a quarter-turn anticlockwise. Which direction now?

Need help? See the steps
TEACH · LEARN THE IDEA

Elapsed time can be found by counting forward in useful jumps. Number patterns follow a repeatable rule. Grid references use a letter for the column and a number for the row. A quarter-turn is one of four equal turns around a full circle.

  1. STEP 1CHRONO CLOCK — count forward from the start time in useful jumps.
  2. STEP 2PULSE PATTERN — compare neighbouring terms and state the amount added each time.
  3. STEP 3GRID NAVIGATION — read the column letter and row number, then track each move exactly.
  4. STEP 4TURN COMPASS — face the starting direction first, then make one quarter-turn in the named direction.
TIMELINE STATUS · SYSTEM 04 TIME CODES 0 / 5 SYSTEMS ONLINE
W L P C R
CODE CHAMBER · MATHS

Unlock Four Time Codes

0 / 4 LOCKS
LEARN ONE STRATEGY AT A TIME

The four locks use different Year 4 maths ideas. Each lock shows a different worked example first. The example is not the answer to your lock.

ELAPSED TIME MODEL8:40 + 35 min → +20 = 9:00, then +15 = 9:15.Useful jumps make crossing an hour easier.
01
CHRONO CLOCKLeave 9:35 · travel 45 minutes
09:35
Count forward 45 minutes. Use the 8:40 example as a strategy, not as an answer.

TECHNOLOGY · MATHS

Debug the Timeline

05 · Robot Bay

This is a real debugging job. Run the broken robot program before changing it so you can observe where the failure actually happens.

WHAT AM I LEARNING?

Test, find and repair errors in a simple sequence rather than guessing.

YOUR MISSION

Run the loaded robot program before changing it. Observe the first failure, identify the earlier command that caused it, then rebuild and retest until the robot collects the key and reaches the portal door.

Need help? See the steps
TEACH · LEARN THE IDEA

Debugging follows a cycle: RUN → OBSERVE → FIND THE FIRST FAILURE → CHANGE ONE THING → RUN AGAIN. A useful debugger does not tell you the answer before the test. It shows where the program stopped so you can reason backwards to the faulty instruction.

  1. STEP 1Run the loaded broken program without changing it.
  2. STEP 2Watch the robot execute each command and note the first place it fails.
  3. STEP 3Work backwards to the command that caused the robot to miss its goal.
  4. STEP 4Clear and rebuild the program with one logical repair.
  5. STEP 5Run the repaired program and keep debugging until the robot collects the key and opens the portal.
TIMELINE STATUS · SYSTEM 05 ROBOT BAY 0 / 5 SYSTEMS ONLINE
W L P C R
ROBOT BAY · TECHNOLOGY + MATHS

Debug the Timeline

BROKEN PROGRAM LOADED
WE DO ONE TOGETHER · HOW DEBUGGING WORKS

A practice rover should reach a star, but it stops at a wall. We do not guess a new program first. We run it, observe the first failure, look backwards for the instruction that caused it, change one thing, then run again.

DEBUGGING CYCLERUN → OBSERVE → FIND THE FIRST FAILURE → CHANGE → RUN AGAINYour real robot already has a broken program loaded. Run it before editing anything.
Glowing time keyGlowing portal doorFriendly Time Machine robot

1 · RUN THE BROKEN PROGRAMWatch where the robot actually goes. After the first failed run, the editing controls will unlock.

  1. Broken program loading…
Run the loaded program first. The debugger will stop at the first command that cannot be completed.

MATHS

Time Code Hunt

06 · Temporal Vault
TEMPORAL VAULT BRIEFING

Recover four Time Codes by navigating the grid, solving elapsed time, turning the beacon and completing the pulse pattern. Each recovered code powers the Temporal Vault. Unlock it when all four are online.

GAME BREAK · TEMPORAL VAULT

Time Code Hunt

Recover three coordinate fragments and the final pulse code. Then unlock the Temporal Vault.

0 / 4 CODES
A1B1C1D1E1A2B2C2D2E2A3B3C3D3E3A4B4C4D4E4A5B5C5D5E5 ◆
CODE 1 · NAVIGATION

Find the first fragment

Your marker begins at B4. Move north two squares. The fragment is hidden at the coordinate you reach.

Navigate from B4. Watch the row number as you move north.

Week 2 Check In

07 · Clubhouse

Think back over how you used sequence, evidence and debugging this week.

WHAT AM I LEARNING?

Reflect on using sequences, patterns and debugging strategies.

YOUR MISSION

Choose: Mostly by myself / Some help / Another go. Finish: 'One thing I can debug or explain now is…'

Need help? See the steps
TEACH · LEARN THE IDEA

Reflection helps you notice which strategies you can now use independently and which ones need another try.

  1. STEP 1Choose how independently you worked.
  2. STEP 2Name one sequence, maths or debugging strategy you can explain now.

How did this week feel?

There are no right or wrong answers. Choose what feels true for you.

YEAR 4 HOMEWORK CLUB

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