GRAPH SEARCH | LESSON OBSERVATION
Year 13 • Chapter 18: Artificial Intelligence
Purpose and structure of graphs | Dijkstra’s | A*
Driving question: How does a navigation app choose the best route?
GRAPH SEARCH | LESSON OBSERVATION
Year 13 • Chapter 18: Artificial Intelligence
Purpose and structure of graphs | Dijkstra’s | A*
Driving question: How does a navigation app choose the best route?
BIG QUESTION | THINK • PAIR • SHARE
Two routes lead to the same destination.
Is the route with the fewest roads always the shortest?
What information would an intelligent route planner need?
3 MIN • DISCUSS • Chapter 18.1 • A Level Computer Science
PRE-ASSESSMENT | QUICK VOTE
1. What does a vertex represent?
2. What is an edge?
3. Can the fewest edges give a longer route?
4. What does a weight represent in a road network?
5. How could an estimate of remaining distance help?
4 MIN • INDIVIDUAL → PAIR • Chapter 18.1 • A Level Computer Science
HANDS-ON STARTER | BUILD THE NETWORK
In teams of four, use paper node cards A, B, C, D, E and string to build a road map.
Add these road weights: A–B 6, A–D 1, D–B 2, D–E 1, B–E 2, B–C 5, E–C 5.
Find the cheapest A → C route. Record two competing routes and their costs.
Challenge: How do you prove that your choice is optimal?
7 MIN • MANIPULATIVES • Chapter 18.1 • A Level Computer Science
LEARNING OBJECTIVES & SUCCESS CRITERIA
I can identify vertices, edges, weights and directed/undirected graphs.
I can trace Dijkstra’s algorithm using distance and previous-node records.
I can trace A* using g(n), h(n) and f(n).
I can justify a route and compare the searches using evidence.
STUDENTS SELF-ASSESS • Chapter 18.1 • A Level Computer Science
DISCOVER | WHAT MAKES A GRAPH?
Look back at your physical network.
Label: vertices (nodes), edges (connections), weights (costs).
Discuss: What changes if a road is one-way?
Create your own real-world example: Dubai Metro, school routes or delivery logistics.
5 MIN • PEER EXPLANATION • Chapter 18.1 • A Level Computer Science
INVESTIGATE | DIJKSTRA’S RULES
Using the starter network, independently devise a repeatable procedure.
Hint cards: start distance = 0; all others = ∞.
Choose the unvisited node with the smallest tentative distance.
Update neighbouring distances and record previous nodes.
Mark the current node visited; repeat until the target is settled.
6 MIN • GUIDED DISCOVERY • Chapter 18.1 • A Level Computer Science
TEAM CHALLENGE | TRACE DIJKSTRA
Find shortest paths from A to every vertex in the starter network.
Complete a table: Node | Tentative distance | Previous node | Visited?
Use colour-coded counters to show the order visited.
Explain why a direct-looking road may not be the cheapest.
7 MIN • TEAM ROLES • Chapter 18.1 • A Level Computer Science
AFL | CONVINCE YOUR PARTNER
Claim: “A → B → C is best because it has only two edges.”
Agree or disagree? Calculate both paths.
Explain why Dijkstra’s algorithm requires non-negative edge weights.
Peer feedback: one strength and one correction.
3 MIN • MINI WHITEBOARDS • Chapter 18.1 • A Level Computer Science
INQUIRY | CAN WE SEARCH SMARTER?
Imagine a navigation app knows the approximate remaining distance to the destination.
What should it prioritise: distance travelled or estimated distance left?
Predict a score that combines both.
Reveal and interpret: f(n) = g(n) + h(n).
4 MIN • PREDICT → REVEAL • Chapter 18.1 • A Level Computer Science
A* | CARD SORT INVESTIGATION
Start A, goal C. Use the SAME weighted graph.
Heuristic estimates to C: A=6, D=5, E=4, B=4, C=0.
Calculate f=g+h for each candidate and choose the smallest f.
Keep a record of updated g-values and predecessor nodes.
Can you reach C with cost 7?
7 MIN • STUDENT ALGORITHM TRACE • Chapter 18.1 • A Level Computer Science
COMPARE | TWO SEARCH STRATEGIES
Dijkstra: prioritises smallest known distance from start (g).
A*: prioritises known distance plus estimated remaining cost (g+h).
Investigate: when h=0, what does A* resemble?
Debate: Can a misleading heuristic cause problems?
4 MIN • GROUP DISCUSSION • Chapter 18.1 • A Level Computer Science
DIFFERENTIATED TASKS | CHOICE BOARD
TASK 1 • SUPPORT: Build a graph using cut-outs; label vertices, edges and weights. Trace Dijkstra with a partially completed table.
TASK 2 • CORE: Independently calculate Dijkstra’s shortest route and explain updates.
TASK 3 • STRETCH: Trace A* with the supplied heuristic table; compare node selection.
TASK 4 • EXPERT: Design a new graph and admissible heuristic; challenge a peer to verify.
10 MIN • STUDENT CHOICE • Chapter 18.1 • A Level Computer Science
PAST-PAPER STYLE | INDIVIDUAL
A weighted graph has edges A–B 4, A–C 2, C–B 1, B–D 5, C–D 9.
(a) State the purpose of a weighted graph. [2]
(b) Apply Dijkstra’s algorithm to find the shortest A → D path. [4]
(c) Explain how A* uses a heuristic to guide the search. [3]
6 MIN • INDEPENDENT • Chapter 18.1 • A Level Computer Science
WAGOLL | PEER MARKING
(a) A graph models connected entities as vertices and relationships as weighted edges.
(b) A → C → B → D; total = 2 + 1 + 5 = 8.
(c) A* combines cost so far g(n) and estimated remaining cost h(n); selects the lowest f(n).
Check: Did your explanation justify the path?
3 MIN • SUCCESS CRITERIA • Chapter 18.1 • A Level Computer Science
EXTRA CHALLENGE | REAL-WORLD AI
A delivery robot must travel through a school building.
Propose graph vertices, edge weights and a suitable heuristic.
What happens if a corridor becomes blocked?
Evaluate whether shortest distance always means the best journey.
EXTENSION • TRANSFER • Chapter 18.1 • A Level Computer Science
PLENARY | EXIT TICKET
3 things you now know about graphs and search.
2 differences between Dijkstra’s and A*.
1 question you still have.
Traffic light your confidence against each success criterion.
4 MIN • INDIVIDUAL REFLECTION • Chapter 18.1 • A Level Computer Science
TEACHER OBSERVATION | EVIDENCE
Student agency: physical modelling, inquiry questions and task choice.
AfL: pre-assessment, mini-whiteboards, peer checking, exit ticket.
Differentiation: scaffolded trace, independent application, heuristic challenge.
Real-world transfer: navigation, Dubai transport and delivery routes.
Resources: printed cards, string, counters, graph worksheets.
FACILITATOR REFERENCE • Chapter 18.1 • A Level Computer Science