[RL1] Grade 1 -- Curriculum Overview

Session Length: 30-40 minutes
Learning Style: Interactive play, simple challenges, guided learning
Key Learnings (Sessions 1-10):

  • Session 1-2: Basic bot control using a gamepad-like interface; familiarizing students with how the bot moves.
  • Session 3-4: Exploring shapes with the bot; introduction to manual navigation to trace shapes.
  • Session 5-6: Introduction to basic coding blocks using Scratch; control movement through blocks.
  • Session 7-8: Simple logic for forward, stop, and rotate commands.
  • Session 9-10: Combining learned skills to navigate simple obstacle courses.

Equipment Needed: M3D Go, Robotics kit, M3D Scratch software, drawing paper, Not Includedin the kit: pens, basic obstacle course setup, laptop

Course break-down:

1. Robo Control Challenge
Students will use a manual on-screen gamepad to control their robot. They’ll practice moving the robot forward, backward, and turning left and right. The instructor will guide them through the controls and encourage them to navigate a simple obstacle course. After the challenge, students can tinker by creating their own mini courses using blocks or toys.

2. Emoji Dance Party
In this activity, students will use the gamepad to program the robot to display different emojis on its screen based on its movements. The instructor will show them how to select emojis and connect them to specific actions. Once they grasp the controls, students can experiment by creating a “dance” routine with the robot and sharing their creations with friends.

3. Math Move Mania
Students will learn basic addition and subtraction by programming the robot to move a specific number of steps. For example, they might code it to move forward 3 steps, then backward 1 step. The instructor will assist with visual aids to help students count and understand their moves. Afterward, kids can explore different counting games using the robot.

4. Shape Detective Adventure
In this activity, students will manually move the robot over a series of drawn shapes (circle, square, triangle) while a pen is attached to the robot. They will observe how the robot follows the shape and how slight inaccuracies in their movements affect the drawing. The instructor will guide them in understanding the importance of precise movements and how to correct for any discrepancies. After completing the shapes, students can experiment with drawing their own shapes and patterns, discussing the challenges they faced with accuracy and control.

5. Pattern Programmers
Students will explore patterns by coding the robot to perform a series of movements (e.g., forward, turn, forward, turn). The instructor will introduce them to the concept of repeating actions to create patterns. After coding, they can mix and match movements to create their own unique dance patterns for the robot

6. Obstacle Course Builders
Students will work together to design a simple obstacle course for their robots, using blocks, toys, and other materials. The instructor will facilitate brainstorming and planning. Once the course is built, they will program their robots to navigate it, applying concepts of distance and direction

7. Robo Math Relay
In this fun activity, students will program the robot to move to designated spots that correspond to answers to simple math problems (e.g., move to “5” for 2 + 3). The instructor will help set up the math problems and guide the coding process. After the relay, kids can create their own math games with the robot.

8. Debugging Detectives
Students will be given simple sequences of commands to program their robot, some of which will contain “bugs” (errors). The instructor will teach them how to identify and fix these errors. After the debugging session, students can create their own sequences to challenge their classmates to find the bugs.

9. Adventure Story Creators
Students will collaborate to create a short story where their robot is the main character. They will code the robot to perform actions that correspond to the story’s events. The instructor will help guide the storytelling process. After the story, students can tinker with their robots to add new features or scenes to their adventures

10. Robo Olympics
Students will organize a mini-Olympics where their robots compete in different events (e.g., races, obstacle courses). They’ll code their robots to prepare for each event. The instructor will assist with event setup and coding tips. After the competition, students can redesign their robots for different challenges, fostering creativity and problem-solving.