Build a word that means write something again.
re- means again. Rewrite means write something again.
TERM 4 · WEEK 2
The timeline has fractured. Repair the word circuits, start-up log, program, code chamber and robot route — then recover the Time Code.
ENGLISH
The Time Machine is misreading command words. Learn how a prefix changes a base word, then use that meaning to repair real instructions.
Build words by joining common prefixes to base words, then explain how the prefix changes the meaning.
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.
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.
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.
Build a word that means write something again.
re- means again. Rewrite means write something again.
Build a word that means play something again.
re- means again. Replay means play something again.
Build a word that means do something again.
re- means again. Redo means do something again.
Build a word that means reverse a lock so it opens.
un- can reverse an action. Unlock means reverse the lock so something can open.
Build a word that means have a different opinion.
dis- can mean not or the opposite. Disagree means not agree.
Build a word that means break a connection.
dis- can mean apart or the opposite. Disconnect means break a connection.
Each correct prefix + base word stays here as you build it.
The destination code is wrong. Which instruction uses a prefix word correctly?
ENGLISH · TECHNOLOGY
The Time Machine stopped during start-up. Read the fault log, find the bug, repair the order, then prove how you knew.
Follow a sequence of instructions, identify a broken step and justify the correction using text evidence.
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.
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.
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.
Read from top to bottom. The machine tells you exactly where it failed.
The red ERROR line is the clue. What happened just before it?
Choose the explanation that matches the fault log.
The cards begin in the same broken order as the fault log. Move them until everything that must happen before START is above it.
Choose the evidence from the fault log that proves why START had to move.
ENGLISH · TECHNOLOGY
Program the Time Machine in two stages: build and test a working algorithm, then explain the final algorithm independently in your own words.
Build, test and independently write a precise algorithm using sequence, imperative verbs and conditional language.
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.
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.
A scanner flashes red when its cable is loose. A complete conditional instruction needs both the condition and the action.
1 · CHOOSE A DESTINATIONYour destination is a creative choice. The safety sequence still needs to work.
2 · BUILD A 6–8 STEP ALGORITHMTap commands in the order the machine should follow them. Optional checks can be added, but START must only happen when the machine is ready.
YOUR PROGRAM
MATHS
Four different maths ideas control the Time Machine. Learn one strategy, solve one lock, then move to the next.
Use elapsed time, patterns, grid references and turns to solve a coded route.
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?
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.
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.
TECHNOLOGY · MATHS
This is a real debugging job. Run the broken robot program before changing it so you can observe where the failure actually happens.
Test, find and repair errors in a simple sequence rather than guessing.
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.
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.
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.


1 · RUN THE BROKEN PROGRAMWatch where the robot actually goes. After the first failed run, the editing controls will unlock.
MATHS
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.
Recover three coordinate fragments and the final pulse code. Then unlock the Temporal Vault.
Your marker begins at B4. Move north two squares. The fragment is hidden at the coordinate you reach.
The signal began at 9:35 and travelled for 45 minutes. Move the dial to the arrival time.
The beacon faces east. Make one quarter-turn anticlockwise.
The chest is broadcasting 4, 8, 12, 16, ?. Choose the next pulse.
B2 · 10:20 · NORTH · 20. Press the centre lock to return the code fragments to the machine.
You navigated, calculated, turned and recognised a pattern to recover the code.
Think back over how you used sequence, evidence and debugging this week.
Reflect on using sequences, patterns and debugging strategies.
Choose: Mostly by myself / Some help / Another go. Finish: 'One thing I can debug or explain now is…'
Reflection helps you notice which strategies you can now use independently and which ones need another try.
There are no right or wrong answers. Choose what feels true for you.
Everyone learns differently. Choose anything that helps you. You can change these anytime.
Need something later? Tap your Homework Club buddy. Help is for everyone.