Moving a robot around with POB robots

Aim This activity is an introduction to computer programming using a simple programming environment (Risbee) and interactive hardware (POB robot). Further concepts about geometry are taught through the robot motions.
Duration 4 hours
Technology POB robot and Risbee software, desktop PC
Materials No other materials
Student/teacher Ratio 1 teacher to student to ratio of 1:15 or better
Age of students 8-15

Special information

Teacher needs a basic understanding of POB robots and the Risbee software (website: http://www.pob-tech.com/).

Students need general IT skills (saving files, drag and drop) and a mathematical knowledge of angles.

This activity has to be carried out in two steps:

  1. POB robot and Risbee software have to be introduced to teach the basis of the programming concept
  2. A challenge can be organised as presented later.

It can be noted that the activities can also be carried out without the POB robot by using the simulation environment of Risbee. The general concepts could also be adapted for other robot types (e.g. Mindstorms, Arduino).

Step by step overview

Programming conceptualisation:

Level 1: the concepts to introduce are:

  1. What is a robot?
  2. The concept of programming
  3. The concept of loops.

Level 2: the concepts to introduce are:

  1. Using sensors to deal with distances
  2. The concept of variables.
  3. The concept of test loops.

Level 3: the concepts to introduce are

  1. The concept of function and sub-program.
  2. Servomotors.
  3. Programming the robot to get out of a maze.

Practical steps

Start by introducing the robot and the environment. Program the robot to move forwards, and then to return to the same point. Then, program the robot to move in a square. Next, program the robot to move in a triangle (this requires a consideration of internal and external angles). Finally, program the robot to move in some other shape (hexagon? the letter H?). Once the robot is moving around in well-programmed shapes, then it is time to challenge the students to reveal their talents:

“Are you able to program a robot in order to build a station on Mars?”

The robot should be programmed to draw on the floor the plans of a space station. Students can draw the plans on paper before starting, if they wish. At the end of the day, each team tests their approach. Each team has their own robot, and the aim is to program it so that it traces the pattern of a space station (their space station) on the floor of the classroom.

Tips to make the workshop go smoothly

  1. Encourage a tight programming-testing strategy: do not let the students make a lot of program modifications without testing the robot.
  2. Once the students have the robot moving forwards and backwards, and drawing a square, encourage them to test the robot in simulation as this can speed up development greatly.
  3. Watch out for quiet groups: sometimes they are fine, but sometimes they are stuck.

Extensions and challenges

Teams can performed extra activities in parallel such as: create advertising poster and radio spot to raise money for the project, propose solutions to produce water or energy, etc.

Maze building and following can be introduced, using materials you find in the classroom (boxes). Robots can be programmed to navigate the mazes using sonar.

Sources of additional information

A booklet with the different activities is available at the following web address: https://github.com/glemaitre/early-mastery/blob/master/technovision/guideline-activities/english-latex-guideline/report.pdf

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