KS3 / GCSE Computer Science (Algorithms) | 50 mins
Path Search vs. Heuristics (Key Stage 3 / GCSE)
Authority: The Museum of AIAlignment: NCCE Key Stage 3 - Data Representation & Algorithms
1. Lesson Objective
Describe how search algorithms navigate mazes, contrasting blind search with heuristic-guided search (A*).
2. Workshop Overview
Students build custom mazes on the A* Pathfinding Cabinet, step through the algorithm cell-by-cell, and calculate f, g, and h scores.
3. Scheduled Lesson Steps
- 1
Concept Intro
Draw a grid maze on the blackboard. Explain how a robot can find the exit. Introduce the formula: f = g + h.
- 2
Interactive Lab
Launch the A* Pathfinding Cabinet. Set up a simple obstacle. Have students click 'Step' to watch the search expand.
- 3
Calculation
Pause the stepping and ask students to calculate the 'h' cost (straight-line distance, ignoring walls) and 'g' cost (steps from start) for a specific node.
- 4
Discussion
How did A* help Shakey the Robot in 1968 navigate rooms? Compare this to GPS navigation apps today.