Session Length: 40-50 minutes
Learning Style: Progressive challenges, focus on creativity, experimentation
Key Learnings (Sessions 1-10):
- Session 1-2: Introduction to Scratch, understanding how coding affects bot behavior.
- Session 3-4: Introduction to loops and conditions for making the bot autonomous.
- Session 5-6: Using line sensors for simple line-following challenges.
- Session 7-8: Problem-solving with sensor input and feedback (using distance/line sensors).
- Session 9-10: Combining actions and reactions for creative projects (e.g., navigating a maze).
Equipment Needed: M3D Go Robotics kit with sensors, M3D Scratch, pre-built line-following courses, laptop (not included in the kit)
Course Breakdown
1. Robot Command Central
The goal is to reintroduce the robot to students with added complexity. Students will use an on-screen gamepad to control the robot, focusing on mastering movement and understanding how inputs translate to actions. The instructor will introduce the concept of precision in movement and how it can affect performance. After this introduction, students can experiment with manual controls to perform a mini obstacle course.
2. Variables in Action
Students will learn about variables in coding. The robot will collect data (e.g., distance traveled) and store it in variables, displayed live on the screen. Students will code the robot in Scratch to move based on variable inputs, such as stopping when it reaches a specific distance. The instructor will guide students through creating and using variables, then allow them to adjust values to observe changes in the robot’s behavior.
3. Conditionals Quest
Students will dive into conditional logic, learning how to use “if-then” and “if-else” statements. The robot will respond to conditions such as whether an object is in its path or a line is detected. The instructor will provide examples of conditionals in Scratch, helping students set up their own condition-based commands. After mastering conditionals, students will participate in a conditional logic challenge, designing a robot task that responds to various real-world scenarios.
4. Sensor Secrets
This lesson introduces sensors, particularly the distance sensor and line sensor. Students will explore how sensors provide input data to the robot, which can then be used to adjust behavior (e.g., stopping before hitting an object). The instructor will demonstrate sensor integration, then students will write code in Scratch to use sensor data to control the robot’s actions. After the guided activity, students can create their own sensor-based obstacle course.
5. Loop-de-Loop Challenges
Building on their knowledge of loops, students will explore advanced loop types like “repeat until” and nested loops. They will program the robot to move in a loop-based pattern (e.g., creating spirals or repeating movements). The instructor will explain how loops can simplify repetitive tasks, then encourage students to tinker with different loop configurations to see how they affect the robot’s path.
6. Robot Calculator
Students will use the robot to solve math problems by writing Scratch code that incorporates arithmetic. The robot will perform tasks based on mathematical input (e.g., moving 10 cm for each multiple of 3). The robot’s screen will display live data such as numbers or results, helping students understand how coding can automate calculations. After completing guided tasks, students can create their own math challenges for the robot.
7. Sensor Detective
Students will work with the robot’s sensors to complete a detective-style investigation. They’ll program the robot to follow a line or navigate based on sensor data, simulating a detective searching for clues. The instructor will help students refine their sensor-based coding, encouraging them to gather data from sensors and display the results on the robot’s screen. Afterward, students can design their own detective puzzles for the robot to solve.
8. Dump and Deliver Mission
In this session, students will program their robot to move objects from one location to another using the dumping bucket. The bot will move to a designated pick-up point, lower the bucket to collect a small object, transport it across the room, and dump it at a target location. This introduces basic use of servo motors to control the dumper mechanism, and also reinforces basic movement logic from previous lessons.
9. Code and Measure
In this activity, students will use the robot to explore the relationship between code and physical measurements. They’ll program the robot to measure and calculate distances, using Scratch to control the robot’s movements based on specific parameters. The instructor will explain the link between coding and real-world measurements, and students can create challenges where the robot must accurately measure and navigate to a specific distance or area.
10. The Robot Rescue
For the final project, students will create a program to “rescue” an object using the robot’s sensors and coded logic. The robot will navigate obstacles, detect an object, and transport it to a safe location (e.g., using a fork lift or shovel attachment). Students will use variables, conditionals, and loops in their Scratch code. The robot’s screen will display live updates of its progress (e.g., distance to the object, time remaining). The instructor will provide a scenario, but students will have creative freedom to design their rescue missions.