Sequences Loops Functions Conditions VariablesEvents Algorithms #1205
Gigo Learning Lab’s complete series includes individual packages and school sets. The special features of Gigo’s Learning Lab are as follows: Using Gigo’s building block construction-based curriculum, every class has a ready to assemble model, and includes time designated to promote individual creativity.
INVENTING CAN BE LEARNED
Course levels are designed from elementary to challenging, combining a life sciences based curriculum with applications from daily life.
Experiment using Gigo’s building blocks, which can be used over and over again, saving both time and effort. We hope that kids can enthusiastically learn scientific knowledge through fun handson experience, developing their problem-solving abilities, as well as a positive attitude towards science. Our mission is to help children apply their newfound knowledge to daily life, furthering their innovational skills and abilities.
5.4.3.2.1. 1
Boosts thinking outside-the-box of the traditional educational framework by learning innovation through play! We are all innately good at something, so we should take into account both individual development and the ability to work as part of a team.
1 49 53 63 21 69 29 73 35 77 79 81 2 3 51 59 15 67 25 71 33 75 41 45 7 13 5. Monograph (1) 6. Straight Shot 9. Pick Up the Ball 10. Monograph (2) 19.Find Cubes Adding Up to a Variable 18. Find Cubes in Sequence 17. Find Cubes of Equal Value 16. Find Cubes of the Same Color 15. Monograph (3) 14. Fire Rescue Obstacle Course 13. Rescue the Cat and the Bird 12. Rescue the Cat and Return to the Station 11. Rescue the Cat from the Kitchen Fire 7. Robbie’s Game-Day Decisions 8. Field Conditions 2. Take Some Time to Find Out Where Puddington Is Hiding in the Room? 3. Ask Lil’Milk for Recipes for Making Apple Pie! 4. Making Apple Pie 1. Hide and Seek! Help Sammy Find Popsy Getting Started Parts List BasicIndex EducationOperationPhilosophy Index 20. Monograph (4) Code Graphics 2
Multi-colorSpeaker LED light (inside output gear) Output gear axle Wheelshaftaxle shaft Record and Run button: Used to tell the robot to start recording a program (if the robot is placed on CODE CARDS) or to start running a program (if the robot is placed on MAP CARDS) Robotic Base Unit This is the base for all the robots you can build with this kit. Step-by-step instructions starting on page 18 show you how to assemble the plastic building pieces in the kit onto the ROBOTIC BASE UNIT, or into other models that can be used alongside the robots you construct. The ROBOTIC BASE UNIT is packed with cool functionality! Here’s an overview of all of its features:
Normal Mode vs. Math Mode
Back View Top View
FrontViewView
Welcome to Programming Education Robot! First, let’s take a look at the main parts of this kit: the ROBOTIC BASE UNIT, CODE CARDS and MAP CARDS.
Output gear: Used to motor.bywith.robotmachinesactivatethattheinteractsItispoweredanelectric Holes for attaching plastic building pieces to the robot Optical Identification sensor: The robot uses this sensor to programsrecord from the MAPitselfalsoCARDSCODEandtoorientontheCARDS.
Bottom View Side
GETTING STARTED
FrontBack Wheels: Two wheels, driven by two drivethemotors,electricenablerobottoaround.
Overview of Normal Mode Operation
Erase button: Hold down for two seconds to completely erase any robot.savedprogramsonthe
compartment:Battery Holds three AA batteries. Power on/off switch
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The robot has two modes. Out of the box, the robot is in normal mode by default. Lessons 1–15 use normal mode only. The robot has to be set to math mode to do the math lessons at the end of the manual. Learn how to use math mode starting on page 71.
In normal mode, when you slide the robot’s power switch to the on position, the robot stands by for recording. You can then have the robot record a program. After the robot successfully records a program, the robot stands by to begin execution of the program. Place the robot on the Start map card, and the program will begin to run. When the program ends, the robot stands by to either run the same program again or record a new program.
There are two sets of simple loop cards in this kit: green and red. This means you can use up to two loops in the same program. To set up a loop, you must always use two loop cards of the same color (either two green loop cards or two red loop cards). One loop card is placed at the start of the loop and the other is placed at the end of the loop. A number card must be placed immediately after the first loop card. This number card indicates how many times the other CODE CARDS placed after it but before the second loop card will be executed (run)
There are also cards that make the robot move. There are cards that make the robot’s output gear turn. There are cards that tell the robot to make sounds. There are cards that tell the robot to light up in a certain way or with a specific color. There are number cards which repeat the card immediately before it a number of times.
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In the coding language in this kit, functions are demonstrated with the red, green, and blue function cards. These functions are always used with the BASE MAP CARDS. For example, the red function is performed when the robot scans the red function base map card. You can learn how to use these functions in Lesson 4. The red function card is always used with the red base map card. You can have up to 15 CODE CARDS in a function. The Move Forward and Move Backward code cards don’t work in functions; if you try to use them, you will get an error. The Turn Output Gear and Pause Output Gear code cards don’t work in the main program. You can use these only in functions or conditional statements. Functions are programmed with the Function Start cards: You will learn the rules and behaviors for the other CODE CARDS as you follow the instructions for the 20 lessons in this manual. See page 9 for a complete list of all the CODE CARDS included in the kit and their Therefunctions.aresimple loop cards, function cards, conditional cards , and event cards . You will learn about all of these later in the manual.
To program the ROBOTIC BASE UNIT, you don’t need a computer or a tablet — all you need are the CODE CARDS! There are 61 different CODE CARDS. The kit includes multiple copies of some of the cards. There are 108 double-sided CODE CARDS, for a total of 216 sides You write a program by laying out a sequence of CODE CARDS Then, the robot drives over the CODE CARDS one by one. While it does this, the optical identification sensor on the bottom of the robot scans a small pattern of dots that you can barely see printed on the cards. The robot’s microprocessor is preprogrammed to translate this pattern into instructions it can follow. Every program always ends with an End code card.
How to Use Functions
You cannot place more than one number card after the first loop card. You cannot place a number card after the second loop card. Both of these placements will result in an error. You can nest one loop inside another. You can experiment with simple loops in Lesson 3. Every program always starts with a Start code card. Code Cards
How to Use Simple Loops
STARTED
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GETTING
Conditional statements are set up as subroutines, separate from the main program, in the coding language in this kit. A conditional statement must start with the If card. The If card has a little green flag on it to signify that it is the start of a subroutine. The If card must be followed by one, and only one, of the four event cards. You can also add the And card and the Or card to the If statement. When used, these cards must be followed by one, and only one, of the four event cards. You can experiment with conditional statements and events starting in Lesson 7.
THE ROBOTIC BASE UNIT can be switched into special modes to teach specific math lessons. In these modes, the robot behaves differently than in its normal operating mode. You switch the robot into these modes by scanning the additional invisible control graphics printed on pages 81 and 82. These are just like CODE CARDS, but they are printed into the manual instead of onto separate cards. In math mode, you program the robot the same way as before, but this time with the goal of solving the stated math problem. In math mode, when the robot reaches the end of its program, it will play music and light up depending on whether the final solution was right or wrong: Harp music and multi-colored lights will play if the solution was correct. Tuba music and red-orange lights will play if the solution was incorrect.
A conditional statement also must have the Do card. This could also be called a Then card. The Do card must be followed by the CODE CARDS for the code you want the robot to run in case the If statement is true — in other words, if the robot scans the event card(s) needed for the If statement to be true. You can use the Else card after the Do statement to tell the robot what to do if the If Statement is not true. You can have up to 15 CODE CARDS after the Do card and 15 CODE CARDS after the Else card.
A function runs when the robot scans the star on the corresponding BASE MAP CARD, when it is facing in the same direction as the three arrows on the BASE MAP CARD, and when there is a corresponding function program recorded in its memory. The robot must be programmed to be facing the direction of the interaction position (i.e., facing in the same direction as the three arrows). The robot can either enter the map card already facing this direction, or it can be turned with a turn code card to face this direction after entering the card. When the robot scans the BASE MAP CARD, it first orients itself on the star. Then, the robot advances toward the interaction point following the three arrows. Then, the function runs. Finally, the robot backs up to the star again. When you want to use the output gear with a model on the BASE MAP CARD, you need to secure the model with the MAP CARD STRAPS, so it stays in place: How to Use the Condition and Event Cards
Math Lesson Mode
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Math mode uses the MAP CARDS with the orange and yellow cubes printed on them. These cards represent the numbers 1 through 5 in orange and in yellow.
See page 11 for a complete list of all the MAP CARDS included in the kit and their functions.
THE MAP CARDS have interlocking tabs like a jigsaw puzzle to keep them together. Please note that you either have to use the front sides or the back sides of the MAP CARDS at one time, because the tabs will only match up correctly if all of the cards are flipped to their compatible sides
To complete each math lesson, write a code to solve the stated problem by moving the robot to specific numbered map cards and finally to the blue, red, or green function base map card.
The robot always plays out (or runs) its programs on the MAP CARDS. The MAP CARDS also have invisible patterns of dots printed all over them. The robot uses the optical identification sensor to read these patterns, which tell it which map card it is on and helps it orient itself and move in the correct directions on the MAP CARDS. For every program you write, you always lay out a grid off MAP CARDS for the robot to run its program on.The robot always starts its program on the Start map card. Some map cards represent events that trigger special functions. A few of the MAP CARDS are bigger than the others. These are called BASE MAP CARDS. You attach certain models to these cards using the MAP CARD STRAPS so that the robot can interact with the models. There are a total of 38 different MAP CARDS in the kit, including two Start cards, six BASE MAP CARDS, and four event map cards. The MAP CARDS are double sided, so there are actually just 19 separate cards, each with one map card on the front and one on the back.
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Paper card storage method suggestion We designed this helpful tray for you, so you can find and use your CODE CARDS easily. We suggest you divide the paper cards into these two categories: Code cards: When being stored, they should be placed in the storage compartments as the picture below. Map Cards: They can be kept in the large bucket area, to protect them from damage.
Note: You cannot use function code cards or conditional code cards in math mode. The robot will not react to event cards in math mode.
To exit math mode, press and hold the Erase button for two seconds. Map Cards
If your robot scans the maximum number of cards but did not scan an End card, the robot will automatically end the program. Place the robot directly above the Start code card, facing toward the rest of the code. Press the Record button. The robot will pulse with red light, its Record button will pulse green, and it will play music indicating it is recording. At the same time, the robot will drive forward over the CODE CARDS, one at a time, scanning and recording the program. For each successfully recorded CODE CARD, the robot will play a sound.
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1. Make sure the robot is turned on and standing by for recording. 2. Lay out a series of CODE CARDS. A main program can have up to 30 CODE CARDS, not including the Start and End code cards. Subroutine programs, or functions, are introduced in on page 4. Functions can have up to 15 CODE CARDS. If your table is too short to place all of the CODE CARDS in a row, no problem! You can record any program in segments. The robot won’t stop recording until it scans the End code card. Therefore, you can scan one row of code, and the robot will pause at the end. Then you can move the robot to another row, and the robot will automatically continue recording.
If the robot encounters any problem while recording, it will flash orange and red and play an error sound. This could happen if the robot is facing the wrong direction or if the CODE CARDS were laid out in an incorrect order. When the robot reaches the End card and scans it, the robot will stop moving and play a finished-recording sound.
The robot will now be standing by to run its program. Its Record button light will now be solid Ifgreen.there is a subroutine function to program, place the robot on the Function Start card and press the Record button. The robot remembers one main program and up to three functions at one time in its memory.
OPERATION
Turning the Robot On and Off
Make sure that a parent or adult has installed the batteries as described on the inside front cover of this manual. Slide the power switch located on the bottom of the robot base unit to the on position. The robot will light up and play its startup sounds. The robot is now standing by for recording. It will pulse with a blue light. When you are not using the robot, turn the power off by sliding the switch into the off position to save battery power or take out the batteries for safety. Programs are erased when you turn the robot off. If you don’t use the robot for five minutes, it will automatically go into a sleep mode. Programs are preserved while the robot is sleeping. You can press either button to wake up the base unit. When the batteries are running low, the robot will alert you with a flashing orange light and play a low-power indicator sound.
4.3.2.1.
Recording a Program
10.9.8.7.6.5.4.3.
BASIC
You program the robot by laying out a series of CODE CARDS for the robot to drive over and record. Here’s how it works:
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This package provides an example of the S4A programs for your reference. The sample version included is S4A version 1.6, please note that there may be some interface differences between alternate versions of the program.
Background Music
If you want to turn the background music off or on, scan the Background Music code graphic on page 81. The background music is on by default. The graphic looks like this: Lessons
4.3.2.1.
Here’s how: Place the robot on the Start map card, facing the direction of the arrows. Press the Run button. Record and Run are the same button. The robot knows whether to record or run based on whether it is sitting on a CODE CARD or a MAP CARD.
If at this time there is no main program recorded on the robot, it will flash between red and orange and play a warning sound. As the robot runs the program, it will play its running background music, unless the program tells it to play other music. When the robot reaches and scans certain MAP CARDS, such as Event or Base map cards, it may trigger special behaviors or functions.
Erasing Programs
The best way to learn what all the CODE CARDS do and how they work together is by following the lessons in this manual. For each lesson, you first build some models. The step-by-step assembly instructions are printed before the lessons in which they are used. Then, you lay out the grid of MAP CARDS exactly as shown in the lesson, and also the series of CODE CARDS. Then record and run the program and observe what the robot does. Did it all work perfectly? Congratulations! If not, you should go through a debugging process to fix the physical model, the CODE CARDS, and/or the MAP CARDS until it works perfectly!
Once a program has been recorded, you can run the program.
Running a Program
After running a program, the robot still remembers the programs; the programs are not automatically erased after running. You can run the program again, or record or overwrite the program or function.
https://www.dropbox.com/sh/0eh2vd30gq4sm47/AADl6Sp4ZqqAlKUxVpp1cNb4a?dl=0 QR Code
The robot can only hold one main program and one of each subroutine functions at a time. If you have the robot record a new program or function (starting with the Start card or one of the Function Start cards) when there is already a program or function saved, the robot will overwrite the old main program or function. This means the old program is erased and the new one replaces it. If you want to revise the main program or a function, you can overwrite them one at a time; the other programs are saved.
To completely erase all of the programs on the robot (and quit Math Mode), press and hold the Erase button for two seconds or longer. The robot’s light will flash red for a few seconds and then stop, indicating that the program memory has been cleared.
The robot will now run the program. The robot will first move around a little on the Start map card to orient itself. This is important so that it stays aligned to the MAP CARDS throughout the program.
Overwriting Programs
These two cards allow you to repeat a sequence of code placed between them a specific number of times, defined by a number card.
2 Play Sound: Mouse This card tells the robot to squeak like a mouse singing a little song. It can be repeated with a number card.
The red function program must start with this card. This function is called when the robot scans the matching base map card (red star).
2 And (Conditional Element) This card can only be used with the If card in a conditional function. When used, two conditions must be met for the function to run. 1 Or (Conditional Element) This card can only be used with the If card in a conditional function. When used, either one of two conditions can be met for the function to run.
2 Else (Conditional Element) This card can only be used with the If card in a conditional function. If the condition is not satisfied, the sequence after the Else card runs. Note: Move Forward, Move Backward, Turn Right, Turn Left, and Pause Movement cannot be used in the Else statement after the Else card.
1 Event 4 (Conditional Element) Used in a conditional function, this card defines the condition that must be met for the function to run. The robot must scan the matching map card.
4 Red Simple Loop Start/End These two cards allow you to repeat a sequence of code placed between them a specific number of times, defined by a number card.
Code Card Definitions
Move Forward This card tells the robot to move forward one map card. It can only be used in the main program. It can be repeated with a number card
5 Turn Output Gear Counterclockwise This card tells the robot to turn its output gear counterclockwise for one second. It can only be used in a function. It can be repeated with a number card.
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The green function program must start with this card. This function is called when the robot scans the matching base map card (green star).
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4 Play Sound: Hi! This card tells the robot to make a "Hi!" sound. It can be repeated with a number card.
2 Play Sound: Penguin This card tells the robot to make the sound of a squawking penguin. It can be repeated with a number card. 2
10 Red Function Start
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This card tells the robot to move backward one map card. It can only be used in the main program. It can be repeated with a number card.
1 Event 2 (Conditional Element) Used in a conditional function, this card defines the condition that must be met for the function to run. The robot must scan the matching map card.
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18 Turn Left (Counterclockwise) This card tells the robot to turn 90 degrees to the left. It can be repeated with a number card.
2 Green Function Start
2 Play Sound: Huh? This card tells the robot to make a "Huh?" sound, as if questioning. It can be repeated with a number card.
1 Image Name Description Qty.
2 Do (Conditional Element) This card can only be used with the If card in a conditional function. If the condition is satisfied, the sequence after the Do card runs.
Pause Movement This card tells the robot to pause for one second. It can only be used in the main program. It can be repeated with a number card.
Pause Output Gear This card tells the robot to pause turning its output gear for one second. It can only be used in a function. It can be repeated with a number card.
Image Name Description Qty.
Start Every main program must begin with this card. Only used in the main program.
The blue function program must start with this card. This function is called when the robot scans the matching base map card (blue star).
2 Blue Function Start
2 If (Conditional Element) This is the start card for a conditional (if-then) function. When the robot scans an Event card that satisfies the condition, the function runs.
1 Event 3 (Conditional Element) Used in a conditional function, this card defines the condition that must be met for the function to run. The robot must scan the matching map card.
Green Simple Loop Start/End
24 Turn Right (Clockwise) This card tells the robot to turn 90 degrees to the right. It can be repeated with a number card.
1 Event 1 (Conditional Element) Used in a conditional function, this card defines the condition that must be met for the function to run. The robot must scan the matching map card.
Turn Output Gear Clockwise This card tells the robot to turn its output gear clockwise for one second. It can only be used in a function. It can be repeated with a number card.
2 Play Sound: Aargh This card tells the robot to make an " Aargh" sound, as if frustrated. It can be repeated with a number card.
2 Play Sound: Ahh This card tells the robot to make an "Ahh" sound, as if happy. It can be repeated with a number card.
BASIC OPERATION
Each CODE CARD itself represents a function or chunk of code that tells the robot’s motors, light, and speaker what to do. Here are the specs for each CODE CARD and how many are included in the kit, counting both sides.
4 End Every program, including main and function programs, must end with this card.
24 Move Backward
2 Light Effect: Slowing Down This card tells the robot to light up its output gear in a decreasingly fast blinking pattern, in a purple color by default, and for three seconds. It can be repeated with a number card.
2 Light Color: Green This card tells the robot to change the color of the light inside its output gear to green for one second. It can be repeated with a number card.
2 Light Color: Blue This card tells the robot to change the color of the light inside its output gear to blue for one second. It can be repeated with a number card.
2 Light Color: Yellow This card tells the robot to change the color of the light inside its output gear to yellow for one second. It can be repeated with a number card.
2 Light Effect: Disco Strobe This card tells the robot to light up its output gear in a very-fast, on-off flashing pattern, in a purple color by default, and for three seconds. It can be repeated with a number card.
This card tells the robot to light up its output gear in a pattern like an emergency vehicle’s light, in a purple color by default, and for three seconds. It can be repeated with a number card.
2 Light Effect: Slow Blink This card tells the robot to light up its output gear in a slow, on-off blinking pattern, in a purple color by default, and for three seconds. It can be repeated with a number card.
2 Light Color: Red This card tells the robot to change the color of the light inside its output gear to red for one second. It can be repeated with a number card.
2 Play Sound: Siren This card tells the robot to play the sound of an emergency vehicle’s siren. It can be repeated with a number card.
2 Light Color: Rainbow This card tells the robot to cycle through seven colors of light in its output gear for half a second each. It can be repeated with a number card.
2 Image Name Description Qty.
2 Light Effect: Emergency Vehicle Light
2 Light Effect: Falling Star This card tells the robot to light up its output gear in a fast-slow-fast flashing pattern, in a purple color by default, and for three seconds. It can be repeated with a number card.
2 Light Effect: Twinkling Star This card tells the robot to light up its output gear continuously with a little twinkle in the middle, in a purple color by default, and for three seconds. It can be repeated with a number card.
10 Image Name Description Qty. Play Sound: Cheering This card tells the robot to play the sound of a cheering crowd. It can be repeated with a number card.
2 Light Effect: Medium Blink This card tells the robot to light up its output gear in a medium-speed blinking pattern, in a purple color by default, and for three seconds. It can be repeated with a number card.
2 Light Effect: Speeding Up This card tells the robot to light up its output gear in an increasingly fast blinking pattern, in a purple color by default, and for three seconds. It can be repeated with a number card.
2 Light Color: Purple This card tells the robot to change the color of the light inside its output gear to purple for one second. It can be repeated with a number card.
Light Effect: Firefly This card tells the robot to light up its output gear in a pattern like a firefly’s light, in a purple color by default, and for three seconds. It can be repeated with a number card.
2 Light Color: Pink This card tells the robot to change the color of the light inside its output gear to pink for one second. It can be repeated with a number card.
2 Light Color: Orange This card tells the robot to change the color of the light inside its output gear to orange for one second. It can be repeated with a number card.
2 Light Effect: Fast Blink This card tells the robot to light up its output gear in a fast, on-off blinking pattern, in a purple color by default, and for three seconds. It can be repeated with a number card.
2 Play Sound: Factory This card tells the robot to play the sound of machines in a factory. It can be repeated with a number card.
2 Number Cards 1 through 9 These cards tell the robot to repeat a code card’s instructions by the number of times printed on the number card when the number card is placed immediately after the CODE CARD in the sequence. This only works with the following CODE CARDS: • Simple Loop Start (but not Simple Loop End) • Move Forward and Move Backward • Turn Right and Turn Left • Pause Movement • Turn Output Gear Clockwise and Turn Output Gear •••CounterclockwisePauseOutputGearAllPlaySoundcardsAllLightColorcards • All Light Effect cards You cannot place more than one number card consecutively (one after another without interruption) in a program, or the robot will give you an error. • Number 1: Execute preceding code card 1 time • Number 2: Execute preceding code card 2 times • Number 3: Execute preceding code card 3 times • Number 4: Execute preceding code card 4 times • Number 5: Execute preceding code card 5 times • Number 6: Execute preceding code card 6 times • Number 7: Execute preceding code card 7 times • Number 8: Execute preceding code card 8 times • Number 9: Execute preceding code card 9 times 222222222
2 Play Sound: Fire hose This card tells the robot to play the sound of a fire hose spraying water. It can be repeated with a number card.
11 BASIC OPERATION Map Card Overview There are four basic types of MAP CARDS included in this kit. The MAP CARDS are not all interchangeable, as each one has a special invisible pattern printed on it. You need to make sure you are using the correct MAP CARDS in the correct places. Here is an overview of all the MAP CARDS. Start Map Cards Front Back Event Map Cards* Front Back Event 2 Event 4 Event 3 Event 1 General Map Cards Front Back Base Map Cards Front Back Red Function Base Map Card Front Red Function Base Map Card Back Green Function Base Map Card Front Green Function Base Map Card Back Blue Function Base Map Card Front Blue Function Base Map Card Back *Note: Event map cards cause the robot to perform a default action when they are scanned and no matching event code card has been used. General Map Cards Front Back General Map Cards Front Back
If you place the cards as follows, the light effect will not be combined with the light color. The blue light will shine for one second and then the light effect will run three times in the default purple color. When the light effect card comes after the light color card, the two cards do not combine.
Place a number card after a light color card to change the number of times the light color runs, making the light stay on longer.
Not sure how to interpret all this? When in doubt, try it out!
The light color and light effect code cards can be combined together in the program to make more complex results. Place a number card after a light effect card to change the number of times the light effect runs, making the light effect run longer.
• The robot only runs a standard calibration test the first time the Run button is pressed. After this, pressing and holding the Run button for two seconds will trigger the test manually.
Combining Light Cards
Examples If you combine the cards together as follows, the light effect runs two times and then the light changes to blue and runs three times, which is about three seconds in this case.
If your robot is flashing orange and stopping in the middle of a line of CODE CARDS:
• Make sure the robot is facing the correct direction.
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If you combine the cards together as follows, the color of the light effect will be blue instead of the default purple and it will run three times, or about nine seconds in this case. When the light effect card comes before the light color card, the color of the light effect changes.
Blue light, 3 times (3 seconds) Slow purple blink, 3 times (9 seconds) Slow purple blink, 2 times (6 seconds) Blue light, 3 times (3 seconds) Slow blue blink, 3 times (9 seconds) Slow purple blink, 3 times (9 seconds) Blue light, 1 times (1 second)
• If the robot encounters any problem while recording, it will flash orange and red and play an error sound. Check the CODE CARDS and make sure they are in the correct order.
• Make sure you are starting your program with a Start, Function Start, or If code card.
• Make sure the batteries are sufficiently charged. When the batteries are running low, the robot will alert you with a flashing orange light and play a low-power indicator sound.
Troubleshooting Tips If your robot isn’t recording:
If your robot does unexpected movements when it starts to run a program:
• Dust, stains, or fading on the surface of the invisible pattern cards may interfere with the reading of the invisible pattern codes. Please keep the cards clean and dry.
• The calibration process improves the precision of the robot’s movements. Do not move the robot during the calibration process.
• This is normal. The robot is calibrating its position. If you place the robot in the center of the Start map card, it will have a shorter calibration time.
If your robot is acting funny or not working properly:
• If your robot can’t record a function start code card or an If code card, the robot might be in math mode. Hold down the Erase button for two seconds to go back to normal mode.
• Make sure your robot’s batteries are charged and the robot is not giving you the low-power indicator alert.
13 PARTS LIST 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 36 37 38 39 3540 4344 4142 45464748 4950 51 52 53 54 55 x5 x30 x5 x1 x2x4 x2 x1x1 x2 x2 x1 x2x2 x8 x12 x20x16 x8 x8 x4 x6x2 x4 x4x16 x2 x4x12 x4x12x18 x4 x1x1x2 x1 x8x6 x12x4 x1 x1 x1 x1 x1 x1 x1 x1 x1 x1 x1 x1 x1 x1
14 No. Description Item No. Qty. 29 B-TRIANGLE 4 30 B-TRIANGLE 2 31 B-TRIANGLE 4 32 B-TRIANGLE 4 33 B-CONCAVE 4 34 B-CONCAVE 4 35 B-CONCAVE 6 36 C-SHORT BUTTON FIXER 12 37 C-OD8x30mm TUBE 2 38 B-GLOBAL PIECE 1 39 B-4-SIDED PYRAMID PIECE 1 40 B-EYE 8 41 B-PEG REMOVER 1 42 C-30mm AXLE CONNECTOR 1 43 C-SAMMY'S CRUST, BOTTOM 1 44 C-SAMMY'S CRUST, TOP 1 45 C-SAMMY'S GEARBOX, TOP 1 46 C-SAMMY'S GEARBOX, BOTTOM 1 47 C-SAMMY'S ARM, LEFT 1 48 C-SAMMY'S ARM, RIGHT 1 49 P-SAMMY'S EYE STICKER SHEET 1 50 P-DIE-CUT GRAPHICS SHEET 1 51 P-MAP CARD STRAPS 1 52 P-MAP CARDS 1 53 P-BASE MAP CARDS 1 54 P-CODE CARDS 1 55 C-ROBOTIC BASE UNIT 1 No. Description Item No. Qty. 880-W10-R1O3880-W10-R1P880-W10-R1YG880-W10-R1K1880-W10-R1B1880-W10-R1W880-W10-N1O3880-W10-N1W880-W10-A1O3880-W10-A1P1880-W10-A1G1880-W10-A1K1880-W10-A1B2880-W10-A1W7411-W10-F1W7411-W10-F1K7404-W10-C3W7404-W10-C2W7404-W10-C1W7413-W10-L2D7413-W10-M1D7026-W10-L1D7026-W10-W5B7026-W10-D2K7344-W10-A1S17413-W10-T1B7344-W10-C2B7026-W10-H1K 7072-W86-AK16#7072-3K16#1276-2K16#1276-1K41#7442K16#7442R20#74427442-W10-H2P7442-W10-H1P7442-W10-F2T17442-W10-F1T17442-W10-G1T17442-W10-G2T17413-W10-U1S7061-W10-B1Y7128-W22-27128-W10-E4O17128-W10-E1K7400-W10-G1D7061-W10-W1W880-W10-D1O3880-W10-D1B2880-W10-D1W880-W10-S1O3880-W10-S1K1880-W10-S1B2880-W10-S1W Parts List: Tip and Tricks: Here are a few tips for assembling and using the models. Read them carefully before starting. For more assembly tips, please refer to Figure 1. SHORT PEGS A Figure 2.BEYES 1 C-AXLE 5 2 B-SHORT PEG 30 3 C-20mm AXLE CONNECTOR 5 4 C-WORM GEAR 1 5 C-20T GEAR 4 6 C-60T GEAR 2 7 C-MOTOR AXLE 2 8 C-60mm AXLE II 1 9 C-100mm AXLE II 1 10 C-3 HOLE ROUND ROD 2 11 C-7 HOLE ROUND ROD 2 12 C-7 HOLE PROLATE ROD 1 13 C-5x5 ARCH FRAME 2 14 C-5x5 ARCH FRAME 2 15 B-CUBE 16 16 B-CUBE 20 17 B-CUBE 8 18 B-CUBE 8 19 B-CUBE 8 20 B-CUBE 12 21 B-6 HOLE CUBE 4 22 B-6 HOLE CUBE 2 23 B-CONVEX 18 24 B-CONVEX 12 25 B-CONVEX 6 26 B-CONVEX 12 27 B-CONVEX 4 28 B-CONVEX 16 Use the peg remover to pry the eyes out, as shown in Figure 2. Use the peg remover to pry short pegs out, as shown in Figure 1.
LearningGoal
1 HIDE AND SEEK! HELP SAMMY FIND POPSY
A sequence is one of the most important structures (or arrangements of elements) in computer programming. A sequence is a set of steps or commands arranged in a specific order. Computers run through the steps of a sequence in order, executing one at a time, for the purpose of performing a specific task that the sequence was created to perform. When you arranged the CODE CARDS in order to tell Sammy the robot what to do and when to do it, you created a sequence.
CodingConceptsCodingConcepts
Brainstorming 15
Sammy has wheels powered by an electric motor inside its ROBOTIC BASE UNIT. Sammy also has purple arms connected to gears that are connected to an electric motor. Sammy and two good friends - Popsy and Puddington like to play hideand-seek games. First, program Sammy to move to the restaurant to find Popsy, and then return to the Start Map card. Try to program the route from the door of the house to the kitchen! Sequence
Sammy is a robot. Robots come in all shapes and sizes. Sammy happens to be shaped like a peanut butter and jelly sandwich!
16 3 4 2 1 60mm Top view Top view SAMMY 6 7 8 Parts List 2 4 5 x16 x1 x2 7 8 x1 x1 15 x15 23 x10 4344 464748 45 49 x1 x1 x1 x1 x1 x1 x1 55 x1 27mm
17 1 HIDE AND SEEK! HELP SAMMY FIND POPSY Done Smart Manual Web Service 13 12 11 910
18 Parts List 3 4 12 POPSY 5 18 20 x4x7 26 x12 40 x2 37 x1
19 1 Done HIDE AND SEEK! HELP SAMMY FIND POPSYSmartManualWebService7 8 6
20 1 2 3Evaluation AssembledModel ExperimentComplete CreationModel CreativityHands-onTry it! Change the way Sammy returns to the Start Map card. Instruct Sammy to move from the Start Map card to the kitchen, turn back, and then move to the Start Map card. [ CODE ] Note: The dots here mean the program is continued on the next line because it was too long to fit on one line. This program uses a sequence of five Move Forward cards and five Move Backward cards. This results in a program that moves Sammy forward five MAP CARDS and then backward five MAP CARDS. What's Happening? OperationModelVideo
TAKE SOME TIME TO FIND OUT WHERE PUDDINGTON IS HIDING IN THE ROOM? DebuggingLearningGoal
Could the MAP CARDS have caused this? If so, try checking the MAP CARDS against the instructions and making changes.
When and where did the robot start to do something other than what you wanted it to do?
21 2 Brainstorming Puddington was hiding so well that Sammy couldn't find him! Finally, Sammy went to the innermost room and found What’sPuddington.theshortest program you can write to make Sammy go to the room where Puddington is, and stay there for two seconds while she looks around the room, then return to the Start Map card?What is the correct noun used for errors found in a computer program? CodingConceptsCodingConcepts
Debugging is the process of finding and preventing unwanted behavior in a program, computer, or robot.
Could the CODE CARDS have caused this? If so, try checking the CODE CARDS against the instructions and making changes.
Could the model construction have caused this? If so, try checking the model against the instructions and making changes.
22 Sammy's parts list & assembly steps: Please refer to Lesson 1. 2 1 PUDDINGTONPartsList 2 x3 19 x2 16 x2 27 x4 30 x2
23 2DoneTAKE SOME TIME TO FIND OUT WHERE PUDDINGTON IS HIDING IN THE ROOM? 3 4 Smart Manual Web Service
Then, the Number 2 card executes a Pause, twice, making Sammy pause for two seconds instead of one.
Then, Sammy turns right two times (180 degrees) moves forward, out of the bedroom, turns left, and then moves all the way out of the house.
24 1 2 3Evaluation AssembledModel ExperimentComplete CreationModel CreativityHands-onWrite a program that makes Sammy stay in the room for 5 seconds. [ CODE ]
In this program, you will use both Turn Left and Turn Right code cards.
First, Sammy moves three MAP CARDS forward. Then, Sammy turns right and moves forward one more MAP CARD into the bedroom.
What's Happening? OperationModelVideo
Which kind of loop is used in this lesson? Is it a simple counting loop, an infinite loop, or a conditional loop?
CodingConceptsCodingConcepts
In the next chapter, we will introduce the concept of the loop. A loop is another one of the most important structures in computer programming. A loop is a set of steps that repeats a number of times. Loops can be programmed to (i) repeat one or more actions a set number of times, (ii) repeat actions forever (infinite loop), (iii) repeat only while something else is happening (while loop), or (iv) until another thing happens (until loop).
Loops are important because programmers often need to have certain tasks or operations repeated a number of times. If the programmer had to write the same code over and over again, the code would be long and messy. In coding, programmers are usually trying to create the shortest, cleanest, simplest code that still works properly.
Write a program that takes Sammy to see Lil' Milk. How can we program this action using the minimum number of instruction cards? Try to do it using only three kinds of card, Move Forward, Number, and/or Loop.
25 3 ASK LIL’MILK FOR RECIPES FOR MAKING APPLE PIE! Loop
LearningGoal Brainstorming Sammy wants to make an apple pie, but she doesn't even know where to begin. Her good friend Lil' Milk, however, is a dessert making master! Sammy decided to ask her for help by getting a top-class apple pie recipe.
26 LIL' PartsMILKList 2 x2 20 32 x8 x4 50 x1 40 x2 2 1 Sammy's parts list & assembly steps: Please refer to Lesson 1.
Done 27 3 ASK LIL’MILK FOR RECIPES FOR MAKING APPLE PIE! Smart Manual Web Service 3
The Green Simple Loop is only executed once, but the Number 5 card repeats the Move Forward command five times. B. C.
28 1 2 3Evaluation AssembledModel ExperimentComplete CreationModel CreativityHands-onTry it: Set an inner loop in the loop command of this lesson. Let Sammy go back and forth a total of 4 (Hint:times.You can use the nested loop function.) [ CODE ] Five Move Forward cards make Sammy move forward five MAP CARDS toward Lil’ Milk. The Number 5 card executes the Move Forward card five times, moving Sammy toward Lil’ Milk.
The Green Simple Loop is executed five times because of the Number 5 card. The loop is defined as one Move Forward card, so Sammy moves five MAP CARDS forward toward Lil’ Milk.
D. OperationModelVideo
What's Happening? D.C.B.A. A.
Sammy's parts list & assembly steps: Please refer to Lesson 1.
LearningGoal
MAKING APPLE PIE Function
What kind of instruction cards can you use to instruct Sammy to open and close her arms?
A function is a set of steps that can be used again and again in a larger program. A function is written once and given a name or label. Then the function can be called upon in the program whenever it is needed, eliminating the need for the code of the function to be written more than once. This helps keep the code short and clean. Many functions are built into programming languages and computers already. Functions are also sometimes called subroutines.
Brainstorming
Sammy wants to make an apple pie. Sammy drives through town, opens up its arms, picks up an apple from the table, carries it to the kitchen, and releases it in the kitchen. Start Sammy with its arms together, and place the apple on the pedestal.
CodingConceptsCodingConcepts
29 4
Next, try to include some sound effects. Let Sammy move from the red function base card, grab the apple and say “Ah!”, and then go to the green function base card, put down the apple, and then say “Huh?”
30 Parts GRANNYList SMITH 5 3 4 6 2 1 ×2 7 18 20 x9x6 22 x1 26 x12 28 x8 32 x4 8 9 2 x8 1 x1 37 x1 36 x4 40 x2 51 x1 53 x1
31 4 MAKINGDone APPLE PIE ×2 Smart Manual Web Service 10 13 14 12 11 Now attach the machine to this BASE MAP CARD with MAP CARD STRAPS.
The Green Function causes Sammy to release the apple in the kitchen and play a "Huh?" sound. This may take multiple tries before you get it to work correctly. That is normal in coding and robotics.
What's Happening? refer to Lesson 7 for the usage of conditional statements. Why is there a conditional statement here? Try it: What happens if you remove the conditional statement? will discover the importance of "sequences" in the program!
You
Please
OperationModelVideo
32 1 2 3Evaluation AssembledModel ExperimentComplete CreationModel
CreativityHands-on
Try it, change the program to make Sammy play a cheering sound effect twice after she puts the green apple in the kitchen. ]
[ CODE
The main program moves Sammy through the streets, to the event card, then to the red function star, and finally to the green function star.
The conditional statement says that if Sammy scans the Event 1 card, then Sammy should open up its arms and say "Hi!"
The Red Function makes Sammy’s arms close to pick up the apple and play an "Ahh" sound. The red function uses a card to make the output gear turn right, this can make Sammy close her arms. When combined with the number card, Sammy has enough time to close her arms and grab it and then play an “Ahh” sound.
33 ReviewModel 5 MONOGRAPH 1 Set out a map and place Muffin Puddington on the blue function base card . Sammy will start from the start map card and pass by Puddington to say hi. When Sammy sees a green apple on the table, make her open her arms to grab the green apple and then bring it to the kitchen so she can make a yummy apple pie. (Note: You will have to add a new function to make Sammy say, “Hi!”) ReviewModel 1. Sammy 3. Granny Smith 2. Puddington4.Map
34 2 31 ConceptDesign Evaluation DesignModel CreationModel Winner! My Artwork
35 6
DuringBrainstormingsoccer
In addition to making the output gear function, we still have other functions that can be used to trigger different sound and light effects. The sequence of the CODE CARDS means you can create more complex outcomes.
Figure. 2
If you combine the cards together as follows (Figure. 1), the color of the light effect will be blue instead of the default purple and it will run three times, or about nine seconds in this case. Slow blue blink, 3 times (9 seconds)Slowpurple blink, 3 times (9 seconds) Blue light, 1 times (1 second) Figure. 1 If you place the cards as follows (Figure. 2), the light effect will not be combined with the light color. The blue light will shine for one second and then the light effect will run three times in the default purple color.
EXAMPLE:
practice, Robbie tries running straight down the full length of the field and kicking the ball into the goal. Can you program Robbie to move to the goal and launch the ball? Load the ball onto Robbie's launching mechanism at the beginning. What is the resulting light effect from this sequence of CODE CARDS? CodingConceptsCodingConcepts
STRAIGHT SHOT Applications of Function - sound, lightLearningGoal
36 Parts List 1 2 x1 x21 6 7 x2 x1 15 x3 11 x1 17 x2 16 x9 19 x6 20 x12 25 x2 23 x6 3 4 2 1 ROBBIE 5 6 7 8 D-1 10 9 11 12 13 14 x1 x2x1 27 x3 28 29 x2x6 31 x2 35 x2 40 x2 37 39 x1 x1 50 x1 55 x1 Front Back
37 6 STRAIGHT SHOT Done Smart Manual Web Service 13 14 12 15 17 16 19 18 27mm
38 1 2 Parts List GOAL 5 23 1 7 MAP CARD STRAPS Hole C Hole C 6 Affix with FIXERSBUTTONSHORT 2 x1 15 x13 17 x4 16 x2 25 x2 29 x2 31 x2 40 x2 30 x2 36 x2 51 x1 8 9 Smart Manual Web Service Done 53 x1
39 Done 6 STRAIGHT SHOT SOCCER BALL Parts List 2 x2 16 x6 23 x12 ×2 Smart Manual Web Service 3 2 1
40 1 2 3Evaluation AssembledModel ExperimentComplete CreationModel CreativityHands-onTry it: Assemble three long columns with cubes to replace the original goal. Let Robbie do some bowling, see how many columns (pins) he can knock down. [ CODE ] The main program moves Robbie to the BASE MAP CARD with the goal on it. The Blue Function makes the output gear turn left and right to launch the ball and then play a cheering sound with lights. What's Happening? OperationModelVideo
ROBBIE’S GAMEDAY DECISIONS Conditional statementLearningGoal Brainstorming
During the soccer game, Robbie has to move the ball from one side of the field to the other, avoiding opponents on the field. Try it: Write a program to make Robbie avoid opponents, break through, and run successfully to the goal. When Robbie arrives at the Blue Function Base Map Card, play a cheering sound and light effect. Place the two opponents on the MAP CARDS as shown.
CodingConceptsCodingConcepts
41 7
In soccer games, there are several skills for players to beat the defender. Make a list some the skills you know.
Computers and robots often have to make decisions to perform tasks or execute programs correctly. Programmers use conditional statements to give computers and robots the ability to make decisions.
Conditional statements are also known as if-then statements: If a condition is true, then the program will run the instructions. If the condition is not true, then the program will not run the instructions.
A conditional statement is a portion of a program that tells the computer or robot to perform different instructions depending on whether or not a specified condition, or set of conditions, is true or false. Conditional statements are often just referred to as conditionals.
42 Robbie & Goal & Soccer Ball's parts list & assembly steps: Please refer to Lesson 6.
43 Done Parts SOCCERList PLAYERS Web Service 1 7 ROBBIE’S GAME-DAY DECISIONS 16 x2 24 x4 28 x4 18 x2 22 x2 35 x4 ×2
CreativityHands-on
Try it: Find another route to get to the goal. Make Robbie avoid opponents a different way but get to the same goal. ]
The main program follows the purple line to the goal. The Blue Function works like it did in the previous lesson to release the ball. Now, there is a conditional statement in the code. This says: If the robot scans the Event 3 or Event 2 cards, then the robot should turn left and right two times, in a fake-out maneuver. Then the main program continues. The opponents are placed near the event cards.
[ CODE
OperationModelVideo
What's Happening?
44 1 2 3Evaluation AssembledModel ExperimentComplete CreationModel
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45 8
CONDITIONSFIELD
Before you begin, place three opponents in location indicated on the map below.
And operation Or operationLearningGoal
Write a program for Robbie where he has to scan both event map cards and perform actions (turning left and right) to avoid opponents. Robbie’s path is the same from the start to the goal. When Robbie arrives at the Blue Function Base Map Card, play a cheering sound and light effect.
Take a look at the following two figures. Which represents an And function? Which represents an Or function?
Brainstorming
Now there are three opponents on the field. Robbie has to maneuver his way past them to get to the goal.
Programmers can also combine conditions in different ways. For example, a program could require two conditions be true before a set of instructions is run. This is called an And operation, because both the first condition and the second condition must be true for the whole statement to be true. Another example is the Or operation. In this case, either the first condition or the second must be true for the whole statement to be true.
Figure. 1 Figure. 2 A B A B
46 Robbie & Goal & Soccer Ball's parts list & assembly steps: Please refer to Lesson 6 & 7.
47 8 FIELD CONDITIONS Parts SOCCERList PLAYERDone 2 1 Smart Manual Web Service 17 19 x2x1 16 x1 21 x1 24 x4 28 x2 32 x2
What's
But
48 1 2 3Evaluation AssembledModel ExperimentComplete CreationModel CreativityHands-onTry it: Redesign the conditional statement. Replace the AND card with the OR card. What is the difference in the outcome? [ CODE ]
OperationModelVideo
The main program moves Robbie from the start to the goal, avoiding the opponents. The Blue Function works the same as in the previous lesson. this time, the conditional statement has an AND card in it, requiring the robot to have scanned both event cards before the statement is true. Happening?
Brainstorming
Robbie
PICK UP THE BALL Time sequenceLearningGoal
In programming, we use events, functions, and time sequences to make a robot perform the correct actions. For example, in this lesson, we added passing and catching the ball. The programmer will logically arrange these added functions before Robbie beaks through the opponent’s defense and before Robbie shoots for the goal. Think about it, if you put the function (conditional statement) of passing and catching after Robbie beaks through the opponent’s defense, after Robbie shoots for the goal, what will happen? & Goal & Soccer Ball & Soccer Players's parts list & Lesson 6 to 8.
What are some examples of time sequences you use in daily life?
assembly Pleasesteps:refer to
CodingConceptsCodingConcepts
49 9
It’s the day of the big game. Robbie has to run to a spot on the field where he can pick up the ball. When he gets there, he pauses and you can place the ball on Robbie's launcher. Then Robbie runs to the goal, shoots, and ... ! Add a command to make Robbie wait for his teammate to pass the ball to him. Observe the map and think about how you can write this program.
Write a main program to move Robbie to the green function base card. Robbie pauses at the base map card for 8 seconds to catch the ball. The conditional statement has an AND card in it, requiring the robot to have scanned both event cards before the statement becomes true. Finally, Robbie gets to the blue function base card and shoots the ball.
What's Happening?
50 1 2 3Evaluation AssembledModel ExperimentComplete CreationModel CreativityHands-onTry it: Change the program using the conditional statement, and make Robbie perform different actions while avoiding opponents. [ CODE ]
OperationModelVideo
51 ReviewModel 10 MONOGRAPH 2 Make a rectangular map and place two opponents and a goal on it. Write a program that tells the soccer player to pick up the ball from the corner and move past any opponents in the way. Then take the ball to the goal and shoot! 1. Robbie 3. Soccer Ball 2. Goal 4. Soccer Players
52 2 31 ConceptDesign Evaluation DesignModel CreationModel Winner! My Artwork
People often use if-else conditional statements in conversation. Try making a sentence with “if A, then B. if not A (else), then C”.
LearningGoal
Brainstorming
(For example: If it’s a good day tomorrow, we will go to the zoo; otherwise, we will stay at home to play with building blocks.)
Think about it. How can you arrange the route of the fire truck to avoid barriers across the road?
RESCUE THE CAT FROM THE KITCHEN FIRE If-else
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53 11
This robotic fire truck can drive through town to a fire and extinguish the fire. The fire truck must move from the start to the kitchen, avoiding the barriers, and put out the fire.
Write a program to make the fire truck flash red and blue lights on the way to the kitchen. When the fire truck arrives at the kitchen, make it plays a siren sound and flash it’s red and blue warning lights. conditionals
If-else conditionals. These conditional statements have two situations. In this case, if the condition is true, then it will run one set of instructions. If the condition is not true, it will run a different set of instructions.
54 Parts List 2 x12 15 x11 17 x7 16 x3 25 x1 12 13 14 x1 x2x2 28 x3 32 x3 33 x2 50 x1 55 x1 FIRE TRUCK 3 4 2 1 5 6 7 8 37 x1 36 x2
55 11 RESCUE THE CAT FROM THE KITCHEN FIRE Done Smart Manual Web Service 9 11 12 13 C-3 C-1 C-2
56 Parts List 1 2 x2 x4 5 x2 6 7 x1 x1 15 x3 16 x4 18 x6 20 x6 21 x1 23 x5 22 x1 26 x7 28 x5 33 x2 50 x1 51 x1 CAT IN NEED OF RESCUE 13 1112 10 9 5 7 3 8 4 6 12 A-3 36 x4 38 40 x1 x4 27mm 53 x1
57 Parts BARRIERSList Smart Manual Web Service Done 1 11 RESCUE THE CAT FROM THE KITCHEN FIREDone A-1 A-2 15 14 16 Smart Manual Web Service 11 x2 16 x4 20 x4 Now attach the machine to this BASE MAP CARD with MAP CARD STRADS. ×2
OperationModelVideo
[ CODE ]
58 1 2 3Evaluation AssembledModel ExperimentComplete CreationModel CreativityHands-on
Try it: As the fire truck leaves the start card it slowly flashes it’s red and blue lights. How can we adjust the program if we want the slow flashes to be replaced with medium speed flashes?
The main program moves the fire truck to the BASE MAP CARD with the green star. The Green Function activates the output gear to "put out the fire" and plays the fire hose sound. The conditional statement tells the robot to flash red and blue lights until the robot scans the Event 4 card. Then, if the robot scans Event 4, it plays the siren sound and flashes its emergency lights in red and blue. What's Happening?
59
Send the fire truck to rescue the cat from a fire. Because the fire truck doesn’t know where the fire is, it has to stop and ask people along the way for directions. When the mission is complete, the fire truck must return to the fire station.
If-else
Brainstorming
If-else statements, include an Or operation. In this case, either the first condition or the second must be true for the whole statement to be true. If the whole statement is true, the robot runs the codes after the Do card. If the statement is not true, the robot runs the codes after the Else card.
Have you seen fire trucks putting out a fire? What are the differences between the sirens of fire trucks, police cars and ambulances where you live?
CodingConceptsCodingConcepts
includingconditionals,ORoperationLearningGoal
Think about it! Can you plan a route for the fire truck to rescue the cat successfully and then return to the fire station to write up a report? What kind of program can be used to make the fire truck stop and ask for directions? Write a program to make the fire truck play a siren sound and flash the red and blue warning lights on the way to the kitchen.
12 RESCUE THE CAT AND RETURN TO THE STATION
60 Fire Truck & Cat in Need of Rescue's parts list & assembly steps: Please refer to Lesson 11.
61 Parts PEOPLEList Smart Manual Web Service Done 1 12 RESCUE THE CAT AND RETURN TO THE STATION 16 x4 20 x2 23 x2 24 x3 31 x4 35 x6 25 x3 Smart Manual Web Service A. B. A B 2
[ CODE ]
OperationModelVideo
62 1 2 3Evaluation AssembledModel ExperimentComplete CreationModel CreativityHands-on
The main program moves the fire truck to the BASE MAP CARD. The Green Function works the same as in the previous lesson. This time, the conditional statement tells the robot to play a "Huh?" sound, to ask the townspeople where the fire is, if the robot scans the Event 1 or Event 4 cards. Otherwise, it plays a siren sound and flashes its lights. Happening?
What's
Try it: Change the locations of the townspeople, and rewrite the program to complete the task of rescuing the cat and going back to the fire station.
13 RESCUE THE CAT AND THE BIRD If-else includingconditionals,AndoperationLearningGoal Brainstorming
Can you figure out which part of the program in this lesson uses the And operation.
CodingConceptsCodingConcepts
This time, the fire truck must first rescue the cat and then rescue the bird, avoiding barriers along the way. After the robot puts out each fire, it plays a cheering Writesound.a program for the fire truck so it sounds its siren and flashes its lights on the way to the fire. Make the fire engine play a cheering sound and flash a purple light after it has rescued the cat and the bird successfully.
If-else statements, include an And operation. In this case, the first condition and the second must be both true for the whole statement to be true. If the whole statement is true, the robot runs the codes after the Do card. If the statement is not true, the robot runs the codes after the Else card.
63
64 Fire Truck & Cat in Need of Rescue & Barries & People's parts list & assembly steps: Please refer to Lesson 11 & 12.
65 13 RESCUE THE CAT AND THE BIRD BIRD IN NEED OF RESCUE Done Smart Manual Web Service Front view Parts List 1 2 x2 x4 5 x1 6 x1 15 x2 16 x3 21 x2 23 x4 22 x1 26 x5 28 x1 50 x1 51 x2 36 x4 40 x4 10 x2 19 x8 24 x1 27 x4 42 Now attach the machine to this BASE MAP CARD with MAP CARD STRAPS. Place on GEAR2OT9 5 3 8 4 6 12 B-1 37 x1 x1 53 x1 B-2 B-3
The main program moves the fire truck to the BASE MAP CARDS with the green star, then the blue star, and finally the Event 1 map card. The Green and Blue Functions work similarly to how the Green Function works in the previous lessons. The conditional statement plays the cheering sound if the robot scans the Event 4 and Event 1 map cards. Otherwise, the fire truck plays a siren sound and flashes its lig hts on the way to the fire. What's Happening?
66 1 2 3Evaluation AssembledModel ExperimentComplete CreationModel CreativityHands-on
Try it: Connect the Event 1 map card to the start card. Write a program that makes the fire truck return to the start card after completing two missions. ]
OperationModelVideo
[ CODE
67 There are barriers all over town. The fire truck must first rescue the cat and then rescue the bird, avoiding the barriers along the way. After the robot puts out each fire, it plays a cheering sound. 14 FIRE OBSTACLERESCUECOURSE
Does the program in this lesson apply modular programming? If so, how many subroutines are there in the program of this lesson?
Dissecting a program into its sub-programs (subroutines) is known as modular programming. A module is one part of something bigger. If a thing can be divided into parts easily, or broken down into different parts, we say that it is modular. Gigo blocks may be the best example of a modular system. You can take a bunch of different blocks and use them to build different things. The purpose of modular solutions to a problem is that big problems can be solved by solving many smaller problems one by one. This method of solving problems can be applied recursively. After the problem has been decomposed to the extent that it can no longer be decomposed, people solve the problems they have and then combine the answers; thus, big problems get solved!
to
Fire Truck & Cat in Need of Rescue & Barries & Bird in Need of Rescue's parts list & assembly refer Lesson &
CodingConceptsCodingConcepts
steps: Please
11
Modular programming
13
LearningGoal Brainstorming
68 1 2 3Evaluation AssembledModel ExperimentComplete CreationModel CreativityHands-onTry it: Take the challenge of programming a route for the fire truck, but this time you may not use any left turn cards. How can the fire truck complete the mission? [ CODE ]
OperationModelVideo
The main program moves the fire truck to the BASE MAP CARDS with the green star and then the blue star. The Green and Blue Functions work the same as in the previous lesson. The conditional statement plays the siren sound and flashes the emergency lights in red and blue if the robot scans the Event 1 or Event 4 map cards. Otherwise, it plays a red-blue light effect. Happening?
What's
Make a model traffic light and place it next to the route where the fire truck will return to the fire station (start area). Let the fire truck stop off to ask townspeople for directions, saying “Huh?”, and then attend two fires to put them out. When the fire truck returns to the start, it will stop for three seconds when it sees a red traffic light.
ReviewModel 1. Fire Truck 3. Townsperson 2. Bird in Need of Rescue 4. Map
69 ReviewModel 15 MONOGRAPH 3
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2. Output 3. Limitation
5. Effectiveness
The word "algorithm" is often used in computer programming. An algorithm is a part of a computer program used to solve a problem with a specific sequence of calculations or steps. An algorithm is a stepby-step method of problem solving. Algorithms are not a programming language, but a thinking process. The five features of algorithms are: Input (but not absolutely necessary) (results must be obtained within a limited number of steps) (no ambiguity) (each step must be feasible)
Brainstorming 71 Scan the “Lesson16” code graphic on page 81. Program the robot to drive only on MAP CARDS with numbers of the same color printed on them, and end up on the blue star. Do you notice that there are two different colored building blocks printed on the map? Try to find two different ways to solve this problem. Now design an algorithm or series of algorithms that can produce a peanut butter and jelly sandwich. 16 AlgorithmLearningGoal CodingConceptsCodingConcepts 16 17 18 FIND CUBES OF THE SAME COLOR
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4. Clarity
72 1 2 3Evaluation AssembledModel ExperimentComplete CreationModel CreativityHands-onTry it: Using only Move Backward cards, and no Move Forward cards, write a program to make the robot follow the path on the MAP CARDS with the yellow building blocks. [ CODE ] Finding orange numbers: Finding yellow numbers: Parts List 52 x1 55 x1 53 x1 OperationModelVideo
Brainstorming 73 Scan the “Lesson 17” code graphic on page 81. Program the robot to drive only on MAP CARDS with numbers of the same value (or amount) printed on them, and end up on the blue star. In a computer system, how is a unit (a binary digit or bit) represented in binary number system? 17 FIND CUBES OF EQUAL VALUE DataLearningGoal CodingConceptsCodingConcepts 16 17 18
Data is information that can be stored, read, and updated. It can be take almost any form, including words, numbers, voices, images, videos. Data and information are inseparable. Data itself has no meaning, but it becomes information when it is interpreted and causes behavior. Data comes in two main types discrete and continuous. Discrete is digital, and continuous is analog.
74 1 2 3Evaluation AssembledModel ExperimentComplete CreationModel CreativityHands-onTry to write the shortest program possible using loops. [ CODE ] 2.3 a Finding both 3’s: 2.3 b Finding both 1’s: 2.3 c Finding both 2’s: Parts List 52 x1 55 x1 53 x1 OperationModelVideo
Now decide if the following relational operators are true or not. A. 9>3 B. 5<2 C. 8>4>3 IN SEQUENCE
operatorsRelationalLearningGoal CodingConceptsCodingConcepts 16 17 18
The different types of numerical data operators include: assignment operators (+, -, *, /, %), relational operators (>, >=, ==, !=, <, <=), logical operators. This lesson uses relational operators. A relational operator checks the relationship between two numbers, and only has two conditions (true/false). For example, this expression “3<5”, is “true”; whereas, “3=5”, is “false”. In this lesson, the robot will judge whether the solution is correctly arranged in increasing or decreasing value after the robot finishes the program. If the robot follow a program that requires a rational operator of “1<2<3”, when it follows the path of card numbers 1, then 2, and then 3, it will play the happy sounding “correct” music and flash its light.
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Brainstorming 75 Scan the "Increasing Value" code graphic on page 81. Program the robot to drive on MAP CARDS with numbers of increasing value printed on them, ending at the blue star.
76 1 2 3Evaluation AssembledModel ExperimentComplete CreationModel CreativityHands-onTry it: Scan the "Decreasing Value" code graphic on page 81. Please write a program to make the robot travel a path that follows the logic of decreasing values. [ CODE ] Parts List (Increasing value) 52 x1 55 x1 53 x1 OperationModelVideo
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In a program, a variable is like a container that can be used to store and modify data. The content of the variable can be changed during programming. One variable can only store one piece of data, and two pieces of data require two variables. If you want to use and store a lot of data, you can use the "array data structure". The variable in this lesson is set to 5, which can be made by either the values 1 and 4 on the map card; or by the values 2 and 3.
If you set the number of times the robot raises its hands as the value of the variable, how many times does the robot raise its hands, according to the following program? Set a variable to 3 Variable = variable + 5 ADDING UP TO A VARIABLE VariableLearningGoal
Scan a number graphic on page 82. Write a program to drive the robot on MAP CARDS with numbers printed on them that add up to the number you scanned, ending at the blue star.
Think about it. Write a program to drive the robot on MAP CARDS with numbers printed on them that add up to a total of 5.
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CodingConceptsCodingConcepts
78 1 2 3Evaluation AssembledModel ExperimentComplete CreationModel CreativityHands-onTry it: Set the accumulated variable to 10. Now write a program for a path that adds up to 10. [ CODE ] Adds up to 5: Parts List 52 x1 55 x1 53 x1 OperationModelVideo 5
79 ReviewModel 20 MONOGRAPH 4 Based on the previous lessons, write a program that moves the robot on the MAP CARDS with numbers printed on them so that the total is 15. Be sure to use loop cards in your program! 1. Robotic Base Unit 3. Loop Start / End Card 2. Find Cubes Adding Up to Available4.Map 19
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