Educator-Guide-English TuringTumble
Educator-Guide-English TuringTumble
Educator-Guide-English TuringTumble
As you walk around a classroom, you can glance at this guide to quickly learn
how to coach a student trying to solve a puzzle and help them understand the
underlying concepts.
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What is Turing Tumble?
Turing Tumble teaches a number of concepts and skills that are fundamental
to computers, programming, and digital electronics. It builds skills in
computational thinking, logic, algorithm design, critical thinking, debugging/
troubleshooting, fine motor, spatial reasoning, and persistence. It also teaches
concepts including logic gates, truth tables, conditionals, binary, binary
operations, and digital circuit design.
Please tell us what you think! We’re always looking for ways to make our
games better and improve our educator resources. If you find something that
works well, that you think others could use, please reach out to us! Send us
an email at [email protected], or head to our Turing Tumble Community
page (community.turingtumble.com) to share your ideas and ask questions.
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Contents
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Computer Logic Lesson #9: Registers....................................................................... 72
Challenge #21: Quantum Number....................................................................................... 76
Challenge #22: Depletion.......................................................................................................80
Challenge #23: Tetrad..............................................................................................................84
Challenge #24: Ennead...........................................................................................................86
Challenge #25: Regular Expression...................................................................................88
Challenge #26: Nucleus..........................................................................................................90
Challenge #27: Reflection...................................................................................................... 92
Computer Logic Lesson #10: Gears and Gear Bits..................................................94
Challenge #28: Latch.............................................................................................................. 100
Challenge #29: One-Shot Switch...................................................................................... 102
Challenge #30: Overflow...................................................................................................... 104
Resources....................................................................................................................... 106
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Basics for Classroom Use
Recommended Age
We recommend Turing Tumble for ages 8 and up. The puzzle book is laid out
so that a student can independently get started and progress at his/her own
pace. We find that kids 8-12 are able to get through the first 20-30 puzzles.
University students and adults get addicted by puzzle 27, and they are
amazed by what a mechanical computer can do by puzzle 35. Younger kids
enjoy the first ten and building their own computers.
We recommend only one to two students per board. With this game, true
understanding happens when students are physically working through the
puzzle. You will see your students add pieces and then drag their finger down
the board to test their prediction of where the marbles will fall. When you see
this happening, you will know they are getting it, but this kind of hands-on
learning can’t happen very well in a group of three or more.
Puzzle Timing
In an hour-long class introducing the game, setting up, playing, and cleaning
up, most students will have time to solve 4-5 puzzles.
Students must keep track of their own progress – it is crucial that they
understand each puzzle and don’t try to skip ahead, even if the first puzzles
are too easy for them. Each puzzle introduces a new concept, rule, or trick and
they’ll find themselves quickly lost if they don’t complete each of the puzzles in
turn. We often see students try the first three puzzles, flip to the last puzzle, and
think they’ve solved it immediately because they don’t yet know all the rules.
This video zooms into a computer processor all the way until
you can see the individual switches (called “transistors”) inside
and the tiny copper wires connecting them together. As it
zooms further and further in, you’ll notice the images change
from color to black and white. That’s when the creators of the
video had to switch from taking pictures with light to taking
pictures with electrons, because they’re so much smaller.
Don’t forget about the Turing Tumble Practice Guide! You can download it
for free at upperstory.com/turingtumble/edu/resources. Besides offering all
the puzzles in an easy-to-print/copy black and white form, it also contains
30 extra “practice puzzles” placed in between the regular ones. The practice
puzzles lower the learning curve by easing players into new concepts more
gradually.
Online Turing Tumble simulators are great for demonstrating how to use
Turing Tumble to a class. You can project a simulator on a screen, build
machines on it quickly, and run it right there on screen for your class to watch.
Currently we recommend using the following simulators.
This simulator looks very similar in appearance to the actual game. It animates
marbles falling through it with physics that look just like the real Turing
Tumble. You can even make the board larger if you want to make more
complicated machines.
• The legs on the stand can be assembled two ways, but only one way holds
the board. If the stand doesn’t hold the board, pull the stand apart, flip one
part around and try it in the new configuration.
• Put the stand and the board INSIDE the box top to keep all the parts and
marbles corralled.
• Wait to load the marbles until AFTER game pieces have been added to
the board. The process of solving the challenge can cause the board to jostle
or the bottom lever to be triggered which can result in the marbles getting
released too soon and bouncing all over.
• Do not load all of the marbles! Load only what the challenge calls for
(typically about 8 on each side).
• Trace the path of the marble with a finger to find out where the pieces
should go. If the finger path runs into one of the white pegs on the board, add
another piece.
• Marbles should never free-fall. If they do, place the parts on the board to
guide them all the way down.
• Use the “emergency stop” by holding up the levers at the bottom of the
board to catch the marbles from triggering more.
• The black tray that holds the legs may be placed under the box to preserve
space.
• Clean-up Tips:
The game board releases one marble at a time from the top:
Each marble falls down the board and when it reaches the bottom, it pushes
down one of two black flippers at the bottom that release another marble.
The crossover acts like two wires crossing over each other
without touching each other, sort of like how overpasses
allow cars to drive over other roads.
CROSSOVER
The gears and gear bits are mind-bending, but they add
a whole new level of functionality to the board. They
GEARS AND GEAR BITS also make the computer “Turing-complete,” which means
that if the board was big enough, it could do anything an
electronic computer could do!
Each challenge is listed with the page number for quick reference. The puzzle
page is shown at the top with the solution next to it. Some players’ questions
can be answered with a quick glance at the solution.
In this guide, “Computer Logic Lessons” are positioned before students begin
using a new part or before they learn a new concept. It is organized this way
so that educators can anticipate what will be learned. However, you may find
it easier to teach the lesson after the students have had some practice with
the parts.
Each challenge has its own teaching and learning concepts listed below the
visuals of the challenge and solution. An educator can flip to any challenge
and find guidance for helping students with the specific skills and hang-ups
that might be encountered.
You’ll quickly notice that there is repetition in the educator resources for each
puzzle. For example, challenges five, six, and seven all teach students how
to use the crossover. Therefore, in the educator resources for each challenge,
you’ll see many of the same points discussed. This allows you, as a teacher, to
consult only the educator resources for the relevant puzzle, without having to
look back at the educator resources for previous puzzles to understand it.
• Possible hang-ups
In this section, hints and tricks are included to help students complete the
challenges. These are not exhaustive, but highlight the logic steps we’ve
seen players struggle with.
As you use this Educator Guide, we would appreciate your input so that we
can improve this guide and add content for future use.
There are all sorts of things in there like circuit boards, fans, lights, and
motors, but those aren’t the smart parts of a computer. In fact, they’re
only there to support the computer’s processor – a little rectangular chip
under a big fan that cools it down.
This is what this computer’s processor looks like when it’s taken out:
On the bottom of the processor, you can see over a thousand little pins
sticking out. The pins connect the inside of the processor to things on the
outside. Some pins are inputs – they send information into the processor
or simply provide it power. Other pins are outputs – the processor uses
the outputs to send information to the rest of the computer. For example,
the computer’s keyboard would provide input to a processor while a
screen would show information coming from the output of a processor.
The following video zooms into a computer processor all the way until
you can see the individual switches (called “transistors”) inside and the
tiny copper wires connecting them together. As it zooms further and
further in, you’ll notice the images change from color to black and white.
That’s when the creators of the video had to switch from taking pictures
with light to taking pictures with electrons, because they’re so much
smaller. You can see the video here:
https://bit.ly/computer-processor
When you hear “switch” you probably think about the switch on your
wall that turns the light on and off, and it seems impossible to think that
switches like that could do anything other than turn stuff on and off.
And you’d be right about your light switch. It can’t do anything smart.
Switches in computers, however, are not limited to "on" or "off" like light
switches; their state (on or off) also effects the way other switches in their
neighborhood behave. In other words, computer switches can do smart
stuff because they are able to flip other switches. In order for switches to
be able to do smart things, the key is that they must be able to be flipped
by the same type of energy that they control. A light switch can’t flip
other switches because it takes mechanical energy to flip it, but it controls
electrical energy. You can’t connect the output of one light switch to the
input of another.
In Turing Tumble, the switches (that is, the blue and purple parts we call
“bits” and “gear bits”) are flipped by mechanical energy, and they also
control mechanical energy: They’re flipped by a marble rolling over them,
and they control whether a marble rolls off their left or right side.
12 Turing Tumble Educator’s Guide 2.8
Computer Logic Lesson #1: How is Turing Tumble a Computer?
Switches in a computer (transistors) are flipped by electrical energy and
also control electrical energy. The image above is of a relatively large,
individual transistor that’s about the size of the nail on your pinky finger.
This is how it works: pin 1 controls the flow of electricity from pin 2 to pin
3. If electricity is being pushed into pin 1, electricity can flow from pin 2 to
pin 3. Otherwise, it can’t.
Photo of a Motorola 68040 processor taken by Photo of a decapped Motorola 68040 processor taken
Konstantin Lanzet. Shared under CC BY-SA 3.0 license by Gregg M. Erickson. Shared under CC BY 3.0 license at
at https://en.wikipedia.org/wiki/Motorola_68040. https://en.wikipedia.org/wiki/Motorola_68040.
The picture on the left shows a microchip like you might see inside your
computer. Microchips are just tiny electrical circuits, covered in plastic or
ceramic to keep them safe. On the right is the same microchip, but without
14 Turing Tumble Educator’s Guide 2.8
Computer Logic Lesson #2: Ramps
the protective coating.
If you zoom in far enough, you can see the tiny copper wires connecting
different parts of the electrical circuit.
In Turing Tumble, ramps are like wires and the marbles are like electricity.
When you place ramps on the board, you are making the paths the
marbles can travel, just like how wires make the paths through which
electricity can travel.
Objective: Make all of the blue marbles (and only the Explanation: The four ramps complete the path from
blue marbles) reach the end. the top of the board to the bottom of the board.
Required output: Remember that it’s against the rules to allow marbles
to fall freely for any distance! When a marble rolls off
a part, it must immediately land on the next part.
x4
x8 x8 x8 x8
PRESS PRESS
TO TO
START START
23
• The only part used in this challenge is the ramp. Ramps are just like wires
in an electrical circuit and the marbles are like electricity. When players
place ramps on the board, they are setting up paths that marbles can travel
through, just like how wires set up paths that electricity can follow.
• Familiarity with the layout of the puzzles: required output, starting setup
and available parts.
• The levers on the bottom are connected to the marble release on top.
• Practice putting the ramps on the board. Players will discover that the
ramps are reversible and can go on the board in either direction, depending
on where they want to route the marbles.
• Player’s machines cannot let marbles drop freely for any distance. Marbles
might be bouncing unpredictably because there aren’t parts leading all the
way down or the ramps are facing the wrong direction.
• Starting the machine: Once the machine is in motion, players cannot touch
it or otherwise interfere with its operation. Press the start button down
once to start the machine. Once a marble reaches the bottom, it will push a
lever to trigger the next marble.
• Putting the ramps on the board: the ramps are reversible! Note which
direction they face before putting them on the board.
Objective: Make all of the blue marbles (and only the Explanation: The starting setup leads the marbles over
blue marbles) reach the end. onto the right side. That’s a problem! If the marbles
hit the right lever, they’d release red marbles, but
Required output: you’re only supposed to let the blue marbles get to the
bottom.
x5
x8 x8 x8 x8
PRESS PRESS
TO TO
START START
23 23
• The only part used in this challenge is the ramp. Ramps are just like wires
in an electrical circuit and the marbles are like electricity. When players
place ramps on the board, they are setting up paths that marbles can travel
through, just like how wires set up paths that electricity can follow.
• Familiarity with the layout of the puzzles: required output, starting setup
and available parts.
• The levers on the bottom are connected to the marble release on top.
• Practice putting the ramps on the board. They will discover that the ramps
are reversible and can go on the board in either direction, depending on
where players want to route the marbles.
• Players might initially place ramps so that the marble triggers the right
lever. This will be a good time to be sure they’ve looked at the back of
the board to see how the lever on the bottom is connected to the marble
release on top. Encourage them to place the ramps so that the marbles are
guided back over to the blue side.
Objective: Release one blue marble and then all of the Explanation: The ramps bring the paths of the red and
red marbles. blue marbles into one path that leads to the right lever.
After the first blue marble, all the rest are red.
Required output:
x6
x8 x8 x8 x8
PRESS PRESS
TO TO
START START
• The only part used in this challenge is the ramp. Ramps are just like wires
in an electrical circuit and the marbles are like electricity. When players
place ramps on the board, they are setting up paths that marbles can travel
through, just like how wires set up paths that electricity can follow.
• Players don’t need to press the right lever to get red marbles to the bottom. A blue
marble can trigger the marble release on the red side, allowing a red marble to fall.
Possible hang-ups:
• It can be tricky for players to figure out how to release one blue marble and
all the rest red. Remind them that the blue will release when they press the
start button, and they can determine what color marble comes next based
on how they direct the marbles with the ramps.
Objective: Release one red marble and then all of the Explanation: The paths need to come together, but
blue marbles. they start far apart! Use the ramps to bring the paths
together and lead all of the marbles to the left side.
Required output:
x 13
x8 x8 x8 x8
PRESS PRESS
TO TO
START START
• The only part used in this challenge is the ramp. Ramps are just like wires
in an electrical circuit and the marbles are like electricity. When players
place ramps on the board, they are setting up paths that marbles can travel
through, just like how wires set up paths that electricity can follow.
• The start button can be placed on either lever. In this challenge, it needs to
go on the right side so that a red marble is released first.
• As noted in the talk bubble, players can sometimes solve challenges
with fewer parts than are listed in the “Available parts” section. You can
challenge students who are finding the introductory puzzles easy to create
the most elegant and simple solution.
• It can be tricky for players to figure out how to release one red marble and
all the rest blue. Remind them that the red will release when they press the
start button, and they can determine what color marble comes next based
on how they direct the marbles with the ramps.
• There are many ways a player can lay out the ramps to solve this
challenge. The example on the top is just one solution.
The purpose of the crossover is to let the paths of the marbles cross over
each other. A marble coming in the left side exits on the right. A marble
coming in the right side exits on the left.
The crossover acts like two wires crossing over each other, but not
touching each other, sort of like how overpasses allow cars to drive over
other roads. Electricity can move along each of the wires, but the crossing
paths don’t interfere with each other. It would be impossible to create
complicated circuits without wires that cross. Because the crossover
allows the paths of the marbles to cross over each other without
interfering with the path of the next marble, they are performing one
small component of what happens in a circuit board.
If the wires on a circuit board are all on a flat surface, how do they cross
over each other without touching? Most circuit boards actually have
multiple layers of copper wires sandwiched between insulators. Little
holes, called “vias,” connect wires in the various layers of copper. In the
picture above, you can see lots of little vias connecting the various layers
of the circuit board, allowing the copper wires to cross over and under
each other without touching. Even on a one layer circuit board, wires can
cross using "jumper wires." A jumper wire is a wire that is soldered on top
of a circuit board to hop over other wires on the circuit board.
In computer chips, there are also multiple layers of tiny wires that cross
over and under each other.
Objective: Make the pattern blue, red, blue, red, Explanation: This time, you have to create your own
blue, red... path for the red marbles to get over to the left lever!
You must use the crossover where your path crosses
Required output: the path of the blue marbles.
x9
x8 x8 x8 x8
PRESS PRESS
TO TO
START START
• The crossover is a mechanical version of two wires crossing over each other
(but not touching). In electrical circuits wires are used to connect parts
throughout the circuit board. Wires weave around, over, and under each
other to route electricity where it needs to go.
• Circuit boards are usually made of several layers of wires. Wires can cross
each other if they are on separate layers. Even on a one-layer circuit
board, wires can cross using “jumper wires.” A jumper wire is a wire that
is soldered on top of a circuit board to hop over other wires on the circuit
board.
Possible hang-ups:
• In this puzzle, the start button goes back on the left lever.
• When putting the crossover pieces on the board, the smile on the crossover
fits a bit snugly into the open smile on the board. It needs to be pushed all
the way onto the board.
Objective: Make the pattern blue, red, blue, red, Explanation: The paths for the red and blue marbles
blue, red... cross over each other five times. Crossovers must be
placed at each point where they cross.
Required output:
In the last two puzzles, the paths crossed each other
one and three times. One, three, and five are all odd
numbers. What would happen if the paths crossed
over each other an even number of times?
x2
x8 x8 x8 x8
x5
PRESS PRESS
TO TO
START START
• The crossover is a mechanical version of two wires crossing over each other
(but not touching). In electrical circuits wires are used to connect parts
throughout the circuit board. Wires weave around, over, and under each
other to route electricity where it needs to go.
• Circuit boards are usually made of several layers of wires. Wires can
cross each other if they are on separate layers. Even on a one layer circuit
board, wires can cross using “jumper wires.” A jumper wire is a wire that
is soldered on top of a circuit board to hop over other wires on the circuit
board.
• This challenge requires the same output as challenge five, but it is a more
simple and elegant solution.
• Practice putting the crossover pieces on the board.
Possible hang-ups:
• When putting the crossover pieces on the board, the smile on the crossover
fits a bit snugly into the open smile on the board. It needs to be pushed all
the way onto the board.
• Since this is a mechanical computer, it makes a difference if the parts are
placed correctly. Players will start to notice if they didn’t slide the parts all
the way onto the board because the marbles will be a little less predictable.
Objective: Create a path for the blue marbles to reach Explanation: This one is a little trickier than the last
the output with only 6 ramps. challenge. At the top, you must make a choice on
whether to go to the left or to the right. You must go to
Required output: the left this time.
x6
x8 x8 x8 x8
PRESS PRESS
TO TO
START START
• The crossover is a mechanical version of two wires crossing over each other
(but not touching). In electrical circuits wires are used to connect parts
throughout the circuit board. Wires weave around, over, and under each
other to route electricity where it needs to go.
• Circuit boards are usually made of several layers of wires. Wires can
cross each other if they are on separate layers. Even on a one layer circuit
board, wires can cross using “jumper wires.” A jumper wire is a wire that
is soldered on top of a circuit board to hop over other wires on the circuit
board.
• Players don’t have to make the marbles go through every part on the
board. Once in a while, the challenges have parts in the starting setup that
do not need to be used.
• This challenge has parts on the starting setup that are not meant to be
used. Encourage the players to think of the route that takes advantage of
as many of the crossovers on the board as possible.
You often get to choose which direction the bits point when you start your
machine: Should it point left or right? If you point the bit to the left, the
next marble will fall to the right. If you point the bit to the right, the next
marble will fall to the left.
You’ll notice that bits in Turing Tumble are a little trickier than electronic
bits because a marble passing through them changes the direction of the
bit for the next marble that falls. They don't have a counterweight (like
the ramps do) to put them back in their original position.
That’s cool, but how can a switch like that store information? It turns out
that if you take four of those transistors and connect them together in
a certain way, you can create a little circuit that remembers if it’s been
switched on or off, even when you stop pushing electricity into the control
wire. That circuit is called a “flip-flop.” It’s one of the most important
building blocks of a computer. Billions and billions of flip-flops are used to
store information in computer memory.
When bits are used to store information, they are like variables in
a programming language. Of course, one bit doesn’t store much
information, just a 1 or 0. But when you combine multiple bits into one
variable, they can represent numbers, letters, or...anything else.
Objective: Make the pattern blue, red, blue, red, Explanation: A bit is used to alternate the color of the
blue, red... marbles released.
Required output:
x 14
x8 x8 x8 x8
PRESS PRESS
TO TO
START START
• The starting position of the bit is very important. If a bit is pointed left, the
marble will fall right. If the bit is pointed right, the marble will fall to the left.
In this challenge, players must choose the starting position of the bit.
• When a marble goes through the bit, the bit stays pointed in the new
direction. This is in contrast to the ramps which have a counterweight that
Possible hang-ups:
• The symbol of the bit in the “Starting setup” shows it pointing up, but with
two curved arrows over it pointing to the left and right. That indicates that
the player must choose the starting direction the bit points.
• Encourage players to run their finger down the parts and watch how the
counterweight of the ramps work in contrast to the bit turning and staying
pointed in the new direction.
Objective: Make the pattern blue, blue, red, blue, Explanation: The bit makes every other blue marble
blue, red... release a red marble, but every red marble releases a
blue marble.
Required output:
Do you see how the bit splits the path of the blue
marbles to go in two directions? This is very important
in the coming puzzles!
x 18
x 10 x 10 x 10 x 10
PRESS PRESS
TO TO
START START
• The starting position of the bit is very important. In this challenge, the
starting position of the bit is chosen for the player: it must point to the right.
Since the bit is pointed right, the marble will fall to the left.
• When a marble goes through the bit, the bit stays pointed in the new
direction. This is in contrast to the ramps which have a counterweight that
Possible hang-ups:
• The symbol of the bit in the “Starting setup” shows it pointing to the
right. Players do NOT get to choose the starting position of the bit in this
challenge. It must be pointed right to start.
• This is the first time players are using the bit and crossover together. It
might take a moment to think about the path the marble will go when
the bit is pointed right (starting position) versus when it is pointing left.
Encourage players to use their fingers to trace the path the marbles will
take.
Objective: Make the pattern blue, blue, red, red, blue, Explanation: This time, there are bits in the path of
blue, red, red… both the red and blue marbles. The bits cause only
every other marble to cross to the other side of the
Required output: board.
x 22
x8 x8 x8 x8
PRESS PRESS
TO TO
START START
• The starting position of the bit is very important. In this challenge, the
starting positions of the bits are chosen for the player.
• When a marble goes through the bit, the bit stays pointed in the new
direction. This is in contrast to the ramps which have a counterweight that
turns them back to their original position.
Possible hang-ups:
• The symbols of the bit in the “Starting setup” shows one pointing right and
one pointing left. Players do NOT get to choose the starting position of the
bit in this challenge.
• While there are four paths for marbles at the top, players only need two
paths once they get to the bottom: one path to trigger the left (blue) lever
and one path to trigger the right (red) lever.
Objective: Flip bits 2 and 5 to the right. Explanation: The top bit splits the path of the blue
marbles. One path leads to bit 2 and the other path
leads to bit 5.
x 15
x2 x0 x2 x0
1 2 3 4 5 1 2 3 4 5
PRESS PRESS
TO TO
START START
23 23
• The starting setup also indicates how many marbles should start on top.
This challenge has players only using two blue marbles.
• The starting position of the bit is very important. If a bit is pointed left, the
marble will fall right. If the bit is pointed right, the marble will fall to the left.
In this challenge, players choose the starting position of the top bit. The
Possible hang-ups:
• The starting setup also indicates how many marbles should start on top.
This challenge has players only using two blue marbles.
• This challenge has parts in the starting setup that marbles will never go
through.