NAVSEA – Science, Technology, Engineering & Mathematics
#SeaworthySTEM
Hour of AI Activity · Seaworthy STEM Challenge

Scan to open this page

Drone Command:
Operation Uplink

A coding and AI-decision-making activity in Microsoft MakeCode Arcade
The big questionWhen should a drone collect, upload, or avoid — and what simple rule decides?
A Navy sonar operator wearing a headset at a ship's control console.

Sonar Technician (Surface) 3rd Class Kiera Taylor aboard USS Antietam (CG 54), Jan. 21, 2023. U.S. Navy photo by Ensign William Stricklett, public domain via DVIDS.

Hands-on coding, Navy-relevant, standards-aligned
TimeAbout 100 minutes: a 20-minute warm-up, 60–80 minutes of coding to the certificate, and a short wrap-up discussion. Optional extensions add more.
GroupingIndividuals, pairs, or small groups
SubjectsComputer science, AI-style logic
TechnologyChromebooks or laptops

Lesson Overview

The Drone Command – Operation Uplink skillmap introduces students to Artificial Intelligence–inspired decision-making through a fast, game-based coding experience. Students program their own underwater drone to collect data pods, evade enemy sonar buoys, and safely upload their findings to a Navy ship in a scrolling ocean arena.

They then build an AI advisor from if / else-if / else rules that read sensor numbers and recommend Collect, Upload, or Avoid. Optional levels let the advisor pilot the drone on autopilot, and students compare their Mission Reports to improve their rules. Students can choose sprites from a built-in gallery or draw their own pixel art. Made for grades 9–12, with no previous coding experience required.

How the Lesson Runs

  1. Warm-Up: Heuristics~20 min

    Students play a partner game of Battleship and invent simple rules of thumb (heuristics) to search faster, then debrief which rules worked best. This sets up the idea behind the AI advisor they build later.

  2. Prepare Your Drone~11 min

    Learn the MakeCode interface, build the ocean, create and move a drone sprite (pick one from the gallery or draw your own), and follow it with the camera.

  3. Incoming Ship~13 min

    Create the Navy ship (choose a design or draw one), give it its own Ship kind (spelled with a capital S), build the randomness blocks that place it, and keep it safely on screen.

  4. Enemy Waters~19 min

    Add data pods, roaming sonar buoys, and collision rules. Use a sonar pulse to disable buoys, and see why it also gives your position away. Choose or draw the data pods and the pulse picture.

  5. Upload Complete~14 min

    Build the upload rule yourself: an event that fires when the drone touches the ship, adds the data it carries to the score, and empties the cargo. Then use if/else for a speed boost.

  6. Build Your Advisor~12 min

    Build the advisor's 350 ms loop, then write the if / else-if / else rules that turn sensor readings into advice: Collect, Upload, or Avoid.

  7. Certificate earnedafter level 5

    Students who finish the first five levels get their completion certificate, and are encouraged to keep coding with the optional levels.

  8. Wrap-Up: AI Discussion~5–10 min

    Students compare their Mission Reports and talk through questions such as: Is this advisor really AI? When should a human take control back from the autopilot? How can we decide when to trust AI outputs, and how can we improve them? Students can also share a link to their game and playtest each other’s.

  9. Fly With Your Advisor~9 minoptional

    Switch on the autopilot so the advisor pilots the drone (students steer by hand if it gets stuck), complete the mission, read the Mission Report, and tune the settings to beat it.

  10. Challenge Lab10+ minoptional

    Pick a Bronze, Silver, or Gold challenge: tinker with the game, strategize against your own report, or engineer a smarter advisor. Students can also switch to new ocean maps, compare their Mission Reports, and teach their advisor to use the sonar pulse. At the end, students are pointed to Save to My Projects (every MakeCode block) and Share.

Also on the skillmap: The Finished Game, a stand-alone optional node in the top-right corner. Anyone can play the complete game with the AI advisor and autopilot, switch between four ocean maps (open water, shipwreck graveyard, caves, and currents), try the Bronze, Silver, and Gold challenges, or use it to model the activity before students begin.

Seven levels: five to the certificate, then two optional extensions. The warm-up and the wrap-up discussion happen away from the computer. Time estimates are approximate and come from the lesson length, so allow extra time for testing, debugging, and creative extensions.

Student Objectives

  • Connect computer science concepts to real-world naval engineering contexts
  • Design and test an AI-inspired heuristic system using simple decision rules
  • Compare designs using data from a Mission Report
  • Reflect on trade-offs between performance, safety, and data collection in autonomous systems
  • Gain confidence in coding, debugging, and creative problem-solving

Coding Concepts

  • Sprites, events (overlap), and variables
  • Randomness and conditional logic (if / else-if / else)
  • Sensor readings, thresholds, and comparing numbers
  • Loops, collisions, and scoring systems
  • Designing sprites with the pixel image editor
  • Abstraction and modular code using custom blocks

Standards

CSTA 2026 (High School, Grades 9–12)

HS-ALG-PS-03Evaluate algorithms for efficiency, correctness, and clarity using metrics or test cases
HS-PRO-TR-20Refine a computing technology based on testing results to improve its effectiveness
HS-SOC-CE-46Connect computing knowledge and skills to personal goals and career aspirations
HS-ALG-IM-10Evaluate the ethical implications, societal impacts, and biases of rule-based algorithms
HS-ALG-PS-04Describe the differences between deterministic and probabilistic algorithms
HS-PRO-PD-12Create a modular program that uses procedures to improve reusability and readability
Specialty and NGSS standards

CSTA 2026 Specialty: Game Development

S1-GMD-DD-03Develop an interactive experience to support gameplay
S1-GMD-DD-04Adapt rule-based logic to improve control of game agents or systems

CSTA 2026 Specialty: Artificial Intelligence

S1-AIN-HR-08Plan safeguards that keep meaningful human involvement in AI decisions
S1-AIN-DD-05Evaluate whether an AI or non-AI solution is appropriate for a problem

NGSS Connections

HS-ETS1-2Break a complex problem into smaller, manageable engineering problems
HS-ETS1-3Evaluate a solution based on prioritized criteria and trade-offs
HS-ETS1-4Use a computer simulation to model the impact of proposed solutions

Materials

Technology: Chromebooks or laptops with a web browser
Activity: the Operation Uplink skillmap in MakeCode Arcade
Handouts: Teacher Presentation, Student Worksheet, Completion Certificate

STEM Careers

Robotic Warfare SpecialistOceanographerSonar TechnicianCryptologic Technician (Technical)Computer Scientist

Students meet each of these Navy careers in a Career Spotlight pop-up as they play. Each photo is credited to its source in the pop-up (U.S. Navy, Navy.com, and DVIDS imagery).

Where Students Play: The Skill Map

The Operation Uplink skill map in MakeCode Arcade: tiles numbered 1 to 5 are linked by a path to a Certificate trophy, then to optional tiles 6 and 7, and a separate Finished Game tile sits at the top right, all on an animated ocean background
The skill map students see in MakeCode Arcade. Each tile is one level.

The skill map is the main part of the activity. Students open it, start on the first tile, and work through the levels at their own pace, building the game they will play at the end. Each finished tile unlocks the next one. The Battleships warm-up is a fun way to begin, but it can be skipped if time is short, and students can go straight to the map.

  1. 1–5
    Build the game. Levels 1 to 5 take about 60–80 minutes. Finishing Level 5 unlocks the Certificate.
  2. 6–7
    Go further (optional). Fly With Your Advisor (autopilot) and the Challenge Lab.
  3. ★
    Finished Game. A stand-alone tile you can play any time, handy for showing students the finished game before they begin.

Meet the AI Advisor

In level 5, students build the advisor themselves. Simple if / else-if / else rules read the drone's sensors and recommend one of three actions, shown on a live HUD. In level 6, the advisor's advice can steer the drone on autopilot.

1

Collect

Data shards are in reach and the waters are clear, so the advisor says keep gathering.

2

Upload

Enough data is onboard, so the advisor points the drone toward the Navy ship.

3

Avoid

A sonar buoy is too close, so the advisor warns the drone to evade.

Game screen: a student pilots the drone while the on-screen HUD changes its advice from Collect to Avoid when a sonar buoy gets close, back to Collect, then to Upload once the drone is full
The HUD shows the advisor’s advice (Collect, Avoid, Upload) as a student pilots the drone.

From advice to action: the autopilot

In level 6, students add one block and watch the HUD switch to AUTO. The advisor’s advice now decides how the drone steers.

1

Collect

The autopilot heads for the nearest data pod.

2

Upload

The autopilot heads for the Navy ship.

3

Avoid

The autopilot moves away from the nearest buoy.

Autopilots are only as good as their rules. Students watch for mistakes, decide which rule would fix them, and can press B to switch the autopilot off and take control back with the joystick.

Game screen: the autopilot switches on and the HUD shows AUTO; the drone collects data pods, backs away from a sonar buoy when the advisor says Avoid, then heads to the ship to upload
With the autopilot on, the HUD says AUTO, the drone backs away when the advisor says Avoid, and it uploads on its own.

For Educators: Requirements & Support

Everything a teacher or school technology coordinator needs to know before students begin.

Ages14–18 (grades 9–12)
Expertise neededNone. No coding or AI background required.
LanguageEnglish. The MakeCode menus can be switched to many other languages.
SubjectsComputer science, AI literacy

Technology & access

  • Chromebooks, laptops, or desktops with a modern browser: Chrome, Edge, Firefox, or Safari.
  • An internet connection is needed while students work. There is nothing to download or install and no special hardware.
  • A keyboard and mouse are enough (arrow keys steer the drone). A gamepad is optional.
  • No student accounts. Code is saved in the browser or as a shareable link, and students can remix their final project or continue in the full MakeCode editor.
  • The only software is Microsoft MakeCode Arcade, which is free and runs in the browser.

School network & firewalls

Try Level 1 on a student device before class. If a school filter blocks the activity, ask your IT team to allow these sites (and their subdomains):

  • arcade.makecode.com and makecode.com: the editor and skill map
  • userpxt.io: the game simulator inside the editor
  • raw.githubusercontent.com: tutorial pictures and animations
  • operationuplink.vercel.app: this page
  • Google Drive and Docs: the teacher slides, worksheet, and certificate

Safety, privacy & accessibility

  • All student coding happens in the MakeCode Arcade editor. No chatbots are used, so students never chat with an AI tool.
  • No student accounts, names, or personal information are collected (COPPA).
  • This page includes one invisible 1-pixel image that counts how many times the page loads for the Hour of AI.
  • This page is built to WCAG 2.1 AA: text alternatives for pictures, clear headings, keyboard navigation, and readable color contrast.
  • MakeCode adds a high-contrast setting, a full-screen game view, and keyboard-friendly block editing.

Accommodations

Technical

  • Every tutorial step and pop-up has a read-aloud button (Immersive Reader) that can also enlarge text and translate it.
  • The game never relies on color or sound alone. The advisor’s advice shows as words: Collect, Upload, or Avoid.

Instructional

  • Hints with animated “Show me how” pictures support every tricky step.
  • Students can work in pairs, pick sprites from a gallery instead of drawing, and skip the optional levels.
  • The teacher slides include answer keys for every level, and the Finished Game lets you model the activity first.
  • The warm-up can be skipped, and students who customize their sprites should be given extra time.

AI literacy competencies

Students build and test a simple, rule-based advisor. The activity develops these competencies from the AILit Framework:

  • Engage with AI 2: describe how AI systems perform tasks, and clear up misconceptions. The advisor is built from if / else rules, and students ask “Is this really AI?”
  • Engage with AI 3: evaluate whether AI outputs should be accepted, revised, or rejected. Students decide when to trust the advisor and when a human should take control back.
  • Shape AI 2: evaluate AI systems using criteria and test cases. Students compare Mission Reports and tune the advisor’s settings.
  • Shape AI 3: design AI systems with attention to data and information flow. Sensor readings feed the rules that produce the advice.

Need help?

Questions, a problem with the activity, or an idea for the lesson? Email shanejwines@gmail.com.