Tactics ยท tacticsmaker.com

The foundations of coding, by playing football

Students build and iteratively improve their team's tactics with IF/THEN rules, watch their team get better, and compete in a class cup. A project of flexible length: you decide how far to take it.

๐Ÿ—“ Flexible length ๐Ÿ‘ฆ Ages 10โ€“14 ๐Ÿ’ป Browser, nothing to install ๐Ÿ†“ Free ยท no student email

In Tactics, students don't control the players โ€” they program them with IF (condition) THEN (action) rules. The heart of the project is the loop: test โ†’ watch the replay โ†’ improve a rule โ†’ test again. Students literally see their team play better as their logic gets better, and when the teams are ready the class cup begins.

The angle: this is not learning a programming language (no typing, no syntax to memorize). It trains the foundation coding is built on โ€” logical thinking โ€” so that any language is learned quickly afterwards. Removing syntax is on purpose: students focus on the logic, with no syntax errors to frustrate them.

What students learn

What you need

How to organise the class: individual or in groups

The cup is a round-robin (everyone plays everyone), so the number of matches grows fast with the number of teams. To keep the tournament manageable, aim for few teams (6โ€“10).

Teams in the cupMatches (round-robin)
46
615
828
1045
Limits: max 10 participants per cup; a student can be in up to 5 cups. If your class is over 10 (individual mode), create several cups. Rule of thumb: aim for 6โ€“10 teams per cup (a class of 30 in group mode โ‰ˆ 8 groups = a perfect tournament).

The project in three phases

Phase 1 ยท Get started (โ‰ˆ 1 session)

Goal: every student/group creates their team and sees it play for the first time.

Phase 2 ยท Improve โ€” the heart of the project (1+ sessions)

This is where the learning happens, and it can span several classes. Students repeat the loop:

test โ†’ watch the replay and the inspector (why?) โ†’ find the weakness โ†’ change a rule or its order โ†’ test again

Give milestone challenges so progress is visible and motivating:

To test, they run an Autotest: against themselves (their team versus an identical copy) or against one of the system test teams (increasing difficulty). They can also challenge each other in friendly matches, refining their logic each time.

Phase 3 ยท The cup (when teams are ready)

Starter / solution tactic (for the teacher)

A simple striker students can start from and improve. Rules are evaluated top to bottom; the first that matches wins:

IF (IHaveBall And IAmInShootingRange) โ†’ Shoot IF (IHaveBall) โ†’ RunTowardsOpponentGoal IF (IAmNearestToBallInMyTeam) โ†’ RunTowardsBall ELSE โ†’ WalkHome
The teaching gem: if you put RunTowardsBall before Shoot, the striker never shoots (it always chases the ball). Order matters.

Improvements to challenge them with: passing โ€” IF (IHaveBall And AnyTeammateAhead) โ†’ PassToAheadTeammate; goalkeeper โ€” IF (BallIsNearMyGoal) โ†’ RunTowardsBall; ELSE โ†’ WalkTowardsMyGoal. There's no steal action: just get close to the opponent carrying the ball (e.g. RunTowardsBall) and you dispute it automatically โ€” you can win or lose it, and the carrier has the advantage.

Conditions and actions (reference)

Conditions (a selection): IHaveBall, MyTeamHasBall, IAmNearestToBall, IAmNearestToBallInMyTeam, IAmInShootingRange, IAmNearToOpponentGoal, AnyTeammateAhead, IAmNearOpponentWithBall, BallIsNearMyGoal, MyTeamIsWinning/IsLosing, MyEnergyIsHigh/Medium/Low, LessThan20SecsLeft. Combine with And, Or, Not.

Actions (a selection): Shoot, ShootAndRun, PassToAheadTeammate, PassToNearestTeammate, Cross, RunTowardsBall, RunTowardsOpponentGoal, WalkHome, WalkTowardsMyGoal, RunOpponentHalf, Stay (plus walk/run variants in the 4 directions).

Assessment ideas

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