About the Book This book introduces students to the captivating realm of robotics. The book takes a learner-friendly, motivating, and hands-on approach. It combines theoretical understanding with real-world applications, while promoting creativity and problem-solving abilities in learners. Emphasizing a project-based learning methodology, the book provides a series of projects, each equipped with detailed instructions. These instructions can be effortlessly executed using the accompanying robotics hardware kit, complete with essential components and tools. The assembly and programming of the robotics system are facilitated through block-based coding and simulation environments, enabling the experiential learning journey.
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ROBOTICS
Grade 3
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Contents 1
About the Hardware Kit
1
2
About the Brain
3
3
The Motors
5
4
Basics of Building
6
5
Building an RC Car
8
6
About Coding Interface
11
7
Experiment 1: Keyboard Movement
16
8
Experiment 2: Bot Movements Using Motor Control 18
9
Experiment 3: Draw Shapes
22
10
Experiment 4: Object Detection
27
11
Experiment 5: Object Avoider
37
12
Experiment 6: Sensor Car
45
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1
About the Hardware Kit
Electronics 1. Brain × 1
2. IR Sensor × 2
3. Touch Sensor × 1
4. High-Speed Motors × 2
5. Programming Cable × 1 6. Connecting Cables × 4
7. Battery × 1 (attached behind the Brain)
8. Charger × 1
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Construction Parts and Tools 1. Wheels x 2
2. 3.5” Axles x 2
3. 2.5” U-Beam x 2
4. Chassis x 1
5. Allen Key x 1
6. Spanner x 1
7. Caster Wheel x 1
8. 12mm Bolts x 10
9. 6mm Bolts x 12
10. K-Nuts x 10
11. Axle Lock x 6
12. Zip Ties x 5
13. F illers x 6
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2
About the Brain
Following are the components of the Brain:
1. P rogramming Buzzer: The programming of tones and time gives you many different sounds to play with. 2. T wo Programmable RGB LEDs: You can program the intensity of red, green and blue colours produced by the LEDs and make many colours. 3. S ensor Ports: These ports help you connect sensors to the Brain. 4. B attery Level Indicator: An indicator will show you the energy level of your bot, whether it is feeling low or full of energy. 5. DC Jack: Connect the 9V Battery to this port. 6. P ower Button: This button helps you to turn the Brain ON and OFF. 7. P rogramming Port: Connect your Programming wire to this port. 8. M otor Ports: These ports help you connect motors to the Brain. 3
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4
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3
The Motors
Identify the rotation direction of motors by looking at it with the Axle facing you.
Clockwise Rotation Anti-Clockwise Rotation The Bots move in different directions by the combination of the rotation from each wheel. For example:
Forward Direction
Backward Direction
Left Direction
Right Direction 5
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4 Basics of Building Let’s understand some basics of building: Tightening Screws:
Tighten Loosen (Rotate Clockwise) (Rotate Anti-Clockwise) Tightening Axle Lock:
Tighten (Rotate Clockwise)
Loosen (Rotate Anti-Clockwise)
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Tightening Axle Lock:
g
01 Insert Axle
02 Lock Axle
03 Insert Plate
04 Insert Bolts
Basics of Building
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5 Building an RC Car
1. Insert the axle lock and the 3.5” axles into the high-speed motors, as shown.
2. A fter attaching the axles to both motors, screw them to the chassis using the 6mm bolts, as shown.
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3. Repeat the previous step to attach the second high-speed motor to the other side of the chassis.
4. Add a filler to the axle, then add the wheel and lastly add another axle lock. Do this for both the axles.
5. Screw the Caster wheel to both U-Beams using 2 K-nuts and 6mm bolts, as shown below
6. Attach the previous assembly to the chassis as shown, with 12mm bolts.
Building an RC Car
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7. Screw the Brain to the chassis using 6mm bolts as shown and then connect the left motor to the "M1" slot and right motor to the "M2" slot in the Brain using the connecting cables.
8. Connect the left motor to the "M1" port and connect the right motor to the "M2" port of the Brain using the connecting cables, as shown.
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6
About Coding Interface
The coding interface serves as the central hub for your kit, acting as an Integrated Development Environment (IDE) that enables you to write code for all of your experiments. This code is then transferred to the ABot. The coding interface consists of nine major components:
1. Workspace Area: This is the area where you drag blocks for the code you want to write. 2. Blocks Panel: The blocks from the Blocks Panel help make your code.
3. Share Code: The Share Code option generates a link for the project to share with the teacher. 4. Button Area: The Button area contains Save, Compile, and Burn buttons.
• Save Button: The Save button helps save your code.
• Compile Button: The Compile button helps compile your code.
• Burn Button: The Burn button helps burn your code to the ABot.
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5. Arena: This is the area where you can see the output.
6. Buttons: The buttons help move the bot towards the front, back, left, or right. The buttons also help rotate the bot clockwise and anticlockwise in the virtual arena. 7. Play Button: The Play button runs the code. 8. Reset Button: The Reset button resets the arena.
9. Simulation Window: User can do the following actions on the simulation window: i) Change the bot view using the and options from the Simulation Window. ii) View the arena in full screen using the button. iii) Move the bot left, right, forward and backwards.
iv) Rotate the bot clockwise and anticlockwise. 9
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How to burn your program into the ABot hardware:
1. O nce you have completed your experiment, connect the ABot to a PC/Laptop using a USB cable or Bluetooth. 2. Save and Compile your code.
3. Now, click on Burn.
About Coding Interface
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4. C lick on the USB Connect option or the BLE Connect (Bluetooth) option.
5. C lick on the Connect Device button, and a small window will appear. Thereafter, select your connected device, and then click on Connect.
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6. N ow click on Burn to write your program into the ABot.
7. Y ou have successfully written your code into the ABot hardware. Now you can perform the experiment on the ABot.
About Coding Interface
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Experiment 1: Keyboard Movement
Objective
Introducing you to the exciting world of robotics by guiding your RC Car through keyboard-controlled movements in a virtual environment, fostering early familiarity with technology and instilling fundamental concepts of robotic motion.
Let’s Code
1. T o play the game, click on the game screen and then use A, D, W, S keys to move the bot left, right, forward, and backward, respectively. 2. Now, complete the following five tasks:
a) Move the bot forward to throw garbage in the dustbin. b) Move the bot right to throw garbage in the dustbin. c) Move the bot left to throw garbage in the dustbin.
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d) Move the bot backward to throw garbage in the dustbin.
e) Use all movements to collect multiple items.
Scan QR code to view output
Experiment 1: Keyboard Movement
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Experiment 2: Bot Movements Using Motor Control
Objective
Learn the essentials of physical bot control by mastering basic movements (forward, backward, left, and right) using motors, cultivating a foundation in practical robotics concepts.
Background Time Delay
he delay function is used to suspend execution of a T program for a particular time.
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t
Let’s Code
1. C lick on the Control category from the Blocks panel.
2. D rag the My Program block to the workspace area to begin your program. The execution of all the blocks present inside this occurs step by step in sequential order.
3. N ow, drag and drop the move robot in block from the Robot category. This block is set to Forward direction by default. The time duration in the block indicates for how long the robot should move.
4. T o move the robot forward for infinite time, use the Repeat while block from the Loops category, as shown below.
Experiment 2: Bot Movements Using Motor Control
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5. T o turn the bot backwards, select the Backward option from the drop-down.
6. T o move the robot backward for infinite time, use the Repeat while block from Loops category, as shown below.
7. T o turn the bot to the left, use the block shown below. The time duration will restrict the bot movement at 90° degrees. If you change the time value, the movement degree will change accordingly.
8. T o turn the bot to the right, use the block shown below. The time duration will restrict the
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bot movement at 90° degrees. If you change the time value, the movement degree will change accordingly.
Scan QR code to view output
Experiment 2: Bot Movements Using Motor Control
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Experiment 3: Draw Shapes
Objective
Solidify your understanding of the robotic movements by guiding your bots to craft geometric shapes like squares and rectangles.
Start here
Background Time Delay
The time delay function is used to suspend execution of a program for a particular time. 22
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Let’s Build
• Attach a pen to the RC bot as shown below, using zip-ties.
Let’s Code
1. C lick on the Control category from the Blocks panel.
2. Drag the My Program block to the workspace area to begin your program. The execution of all the blocks present inside this occurs step by step in sequential order.
Experiment 3: Draw Shapes
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3. Drag the set pen block from the Robot category and drop it inside the My Program block. 4. T his block is set to ON by default. Select any colour of your choice from the colour box.
5. T o make a square shape, move the bot forward by dragging and dropping the move robot in block from the Robot category. Type "4000" in the value box of the block.
6. N ow, stop the bot for 1000 ms by dragging and dropping the stop robot for time block. This block is set to "1000" ms by default.
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7. N ow, drag and drop the turn robot in block. Select the "Right" option from the drop-down to make it turn right.
8. Post taking a right, stop the bot for "1000" ms. 9. N ow, move the bot forward for "4000" ms and then stop.
Experiment 3: Draw Shapes
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10. Repeat the above steps 7 to 9 until you create all the four sides of the square shape. The final code should look like this:
Scan QR code to view output
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Experiment 4: Object Detection
Objective
To create a bot that intelligently pauses when it detects obstacles using the IR sensors, providing a gateway to explore and learn about the principles of sensor technology and autonomous decision making.
Background 1. Variables
• Variables are used to store information to be referenced and manipulated in a computer program.
• Variables in coding are not just static values;
they also provide a way of labelling data with a descriptive name, so our programs can be understood more clearly. This data can then be used throughout your program.
Here, i_count is a name of a variable. 27
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2. Conditionals
• Human beings (and other animals) make
decisions all the time that affect their lives, for e.g: a. "Should I eat one cookie or two?" b. "Should I play cricket or badminton?"
• Similarly, to make decisions and carry out actions accordingly, in our code, we use conditionals. Condition 1 True Do this
False Do Something Else
3. If block
• Conditional blocks have conditions, and
the program’s flow is based on whether the condition is true or false.
• To apply conditions in code, use the if block. • The if block is a Control block. • If the condition is true, then the set of code is executed; otherwise nothing happens.
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4. IR Sensor
• The closer the object, the more radiation
it emits, in the form of heat that can be detected by infrared sensors. An infrared (IR) sensor is an electronic device that measures and detects infrared radiation in its surrounding environment.
• In the IR sensor, the sensor state is high when a reflective object is in front of it. Black or dark-coloured objects do not reflect the IR rays.
Experiment 4: Object Detection
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Things Around Us
ADAS (Advanced Driver Assistance System) and Emergency Braking Systems
Let’s Build
• Attach the IR sensor to the front on holes 1 and 2 in row 2 of the chassis.
• Connect the IR sensor to Port S1 of the Brain.
Let’s Code
1. C lick on the Control category from the Blocks panel. 30
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2. Drag the My Program block to the workspace area to begin your program. The execution of all the blocks present inside this occurs step by step in sequential order.
3. Drag the Repeat while block from the Loops category and drop it inside the My Program block to begin the infinite loop. This block is set to true by default.
4. C lick on the Variables category, and then click on the Create variable button. A pop-up box appears, asking you to enter a New variable name to store the data of the IR sensor value received from the sensor.
• Enter a suitable variable name. (IR_Sensor) • Click on the OK button.
Experiment 4: Object Detection
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5. Drag the set to block from the Variables category and drop it inside the Repeat while block. 6. T hen drag the Read IR Sensor at block from the Sensor category and attach this block with the set to block. Select Port 2 from the drop-down of the Read IR Sensor at block.
7. Drag the if block from the Control category and drop it below the set to block. 8. C lick on the settings icon of the if block. A pop-up box appears.
9. Drag the else block and drop it below the if block in the pop-up box.
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10. Click on the settings icon again to close the pop-up box.
11. Drag the equal operator block from the Control category and attach it to the right of the if else block. 12. Select the ">" option from the drop-down of the equal operator block.
13. Drag the IR_Sensor block from the Variables category and drop it in the left part of the greater than operator block.
14. Now, drag the number block from the Math category and drop it in the right part of the greater than operator block. Type "400" in the text part of the number block. Now, if the value of the IR_Sensor variable is greater than
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400, i.e., the IR Sensor senses the object, then the blocks under the if block will be executed, else the blocks under the else block will be executed.
15. Drag two set led blocks from the Indicators category and drop them inside the do condition block. 16. Select "2" from the drop-down for the second set led block. 17. Also set the colour of LED 1 and LED 2 to green.
18. Drag the play tone of frequency block from the Indicators category and drop it below the second set led block. This block is used to play the buzzer.
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19. Now, drag and drop the stop robot block from the Robot category. This will instruct the bot to stop when there is an object in front.
20. For the else condition, drag and drop the move robot in block from the Robot category. This block is set to Forward direction by default. This is to instruct the bot to move forward as long as no object is detected ahead.
Experiment 4: Object Detection
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Scan QR code to view output
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Experiment 5: Object Avoider
Objective
Building upon the object detection experiment, you will learn to empower your bot to autonomously navigate, enhancing problem-solving abilities, and reinforcing the concept of real-time decision-making in robotics.
Things Around Us
Automatic Vacuum Cleaner
Let’s Build
• Attach the IR sensor to the front on holes 1 and 2 in row 2 of the chassis.
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• Connect the IR sensor to Port S2 of the Brain.
Let’s Code
1. C lick on the Control category from the Blocks panel.
2. Drag the My Program block to the workspace area to begin your program. The execution of all the blocks present inside this occurs step by step in sequential order.
3. Drag the Repeat while block from the Loops category and drop inside the My Program block to begin the infinite loop. This block is set to true by default.
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• Click on the Variables category, and then
click on the Create variable button. A pop-up box appears. This will create a variable to store the data of the IR sensor value received from the sensor.
⸰ Enter a suitable variable name. (IR_Sensor) ⸰ Click on the OK button.
• Drag the set to block from the Variables
category and drop it inside the Repeat while block.
• Then drag the Read IR Sensor at block from the Sensor category and attach this block to the set to block.
• Select the "Port 2" option from the drop-
down menu of the Read IR Sensor at block.
4. Drag the if block from the Control category and drop it below the set to block. 5. C lick on the settings icon of the if block. A pop-up box appears.
Experiment 5: Object Avoider
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6. D rag the else block and drop it below the if block in the pop-up box.
• Click on the settings icon again to close the pop-up box.
• Drag the equal operator block from the
Control category and attach it to the right of the if else block.
• Select the ">" option from the drop-down of the equal operator block.
• Drag the IR_Sensor block from the Variables category and drop it in the left part of the greater than operator block.
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• Now, drag the number block from the Math category and drop it in the right part of the greater than operator block. Type "400" for the text part of the number block.
• If the value of the IR_Sensor variable is
greater than 400, i.e., the IR Sensor senses the object, then blocks under the if block will be executed, else the blocks under the else block will be executed.
7. D rag two set led blocks from the Indicators category and drop them inside the do condition block. Select "2" from the drop-down for the second set led block.
8. Also set the colour of LED 1 and LED 2 to green. 9. Drag the play tone of frequency block from the Indicators category and drop it below the second set led block. This block is used to play the buzzer.
Experiment 5: Object Avoider
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10. Now, drag and drop the stop robot for time block from the Robot category to instruct the bot to stop for "1000" ms when there is an object in front.
• Now, drag and drop the move robot in block
from the Robot category. Select Backward direction from the drop-down. Type "1000" in the value box of the block to instruct the bot to move backwards for 1000 ms.
• Now, instruct the bot to stop again for "1000" ms.
• Drag and drop the turn robot in block to
turn the bot in the left direction for "1100" ms.
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• Now, stop the bot again.
• In the else condition, drag and drop the
move robot in block to instruct the bot to move forward until there’s no object in front.
Experiment 5: Object Avoider
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Scan QR code to view output
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Experiment 6: Sensor Car
Objective
Using both IR and touch sensors, students will program their bots to halt upon detecting an object with IR and, upon touch sensor activation, initiate a right turn,providing an engaging introduction to the principles of sensor integration, and user-controlled robotic interactions.
Background 1. IR Sensor
• The closer the object, the more radiation it
emits, in the form of heat that can be detected by the infrared sensors. An infrared (IR) sensor is an electronic device that measures and detects infrared radiation in its surrounding environment.
• In the IR Sensor, the sensor state is high when a reflective object is in front of it. Black or dark-coloured objects do not reflect IR rays.
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2. Touch Sensor
• The touch sensor works like a push button or a limit switch. It simply gets triggered when it is touched or pressed.
• In a touch sensor, the sensor state is high
when the sensor is pushed with any object.
Let’s Build
• Attach the IR sensor to the front on holes 1
and 2 in row 2 of the chassis using 6mm bolts.
• Connect the IR sensor to Port S1 of the Brain. 46
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• Attach the touch sensor to the side using
6mm bolts and connect it to Port "S2" of the Brain. (as shown)
Let’s Code
1. C lick on the Control category from the Blocks panel.
2. Drag the My Program block to the workspace area to begin your program. The execution of all the blocks inside this occurs step by step, in sequence.
3. Drag the Repeat while block from the Loops category and drop it inside the My Program block to begin the infinite loop. By default, the loop value is set to true.
Experiment 6: Sensor Car
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4. Click on the Variables category.
5. C lick on the Create Variable button. A pop-up box appears.
• Enter a suitable variable name (IR_Sensor). • Click on the OK button. This will create the
IR_Sensor variable to store the data of the IR sensor value received from the sensor.
• Similarly, create one more variable named
Touch_Sensor to store the data of the touch sensor value received from the sensor.
6. Drag the set IR_Sensor to block from the Variables category and drop it under the Repeat while block.
7. T hen, drag the Read IR Sensor at block from the Sensor category and attach it to the set IR_Sensor to block. This block is set to Port1 by default. 8. S imilarly, drag the set Touch_Sensor to block from the Variables category and drop it below the set IR_Sensor to block.
9. Drag the Read Touch Sensor at block from the Sensor category and attach it to the set Touch_ Sensor to block. Set the value to "Port2".
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10. Drag the if block from the Control category and drop it below the set Touch_Sensor to block. 11. Click on the settings icon of the if block. A pop-up box appears.
12. Drag the else if and else blocks and place them below the if block in the pop-up box (refer to the image below).
13. Again, click on the settings icon to hide the pop-up box. 14. Drag block from the Control category and drop it to the right of the if block.
Experiment 6: Sensor Car
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15. Now, drag two blocks from the Control category. Drop this one block to the left of the block and drop the second block to the right of the block.
16. Select the ">" operator from the drop-down list of the block to the left and select the "<" operator from the drop-down list of the block to the right.
17. Drag and drop the IR_Sensor block from the Variables category and place it in the left value box of the
18. Drag and drop the
block.
block from the Math
category inside the right value box of the
block. Type "400" in place of 0.
19. Similarly, drag and drop the Touch_Sensor and variable block to the left of the block to its right. Type "400" in place of 0.
20. If the value of the IR_Sensor variable is greater than 400, i.e., the IR Sensor senses the object and Touch_Sensor variable value is less than 400, i.e., the touch Sensor does not detect any touch, blocks under this if block will be executed. 50
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21. Drag and drop the set led block from the Indicators category. Set the LED colour to green. This block is set to ON by default.
22. Drag and drop another set led block. Select "2" from its drop-down. Set the LED colour to green. 23. Drag and drop the play tone of frequency block from the Indicators category to play a buzzer.
24. Now, set the bot to stop when there is an object in front. For this, drag and drop the stop robot block from the Robot category.
Experiment 6: Sensor Car
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25. Similar to the condition defined for the if block, define the condition for the else if block using the operator block from the Control category. Insert another block to its left and select the or option from the drop-down of the inserted block.
26. If the value of the IR_Sensor is either greater or less than 400, i.e., the IR sensor gets triggered or not, but the value of the Touch_ Sensor > 400, i.e., detecting any touch, blocks under this else if block will be executed.
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27. Now, drag the turn robot in block from the Robot category and drop it in the do condition of the else if block. 28. Now, drag and drop the stop robot for time block from the Robot category.
29. This will instruct the bot to move left for "1100" ms and then stop for "1000" ms when the touch sensor is pressed.
Experiment 6: Sensor Car
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30. For the else part, set LED 1, and LED 2 to RED light. 31. Now, drag and drop the move robot in block to set the bot to move forward as long as no object is detected ahead.
Scan QR code to view output
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About the Book This book introduces students to the captivating realm of robotics. The book takes a learner-friendly, motivating, and hands-on approach. It combines theoretical understanding with real-world applications, while promoting creativity and problem-solving abilities in learners. Emphasizing a project-based learning methodology, the book provides a series of projects, each equipped with detailed instructions. These instructions can be effortlessly executed using the accompanying robotics hardware kit, complete with essential components and tools. The assembly and programming of the robotics system are facilitated through block-based coding and simulation environments, enabling the experiential learning journey.
About Uolo
Uolo partners with K-12 schools to bring technologybased learning programs. We believe pedagogy and technology must come together to deliver scalable learning experiences that generate measurable outcomes. Uolo is trusted by over 10,000 schools across India, South East Asia, and the Middle East.
hello@uolo.com
In partnership with Avishkaar
3
Singapore | Gurugram | Bengaluru | © 2024 Uolo EdTech Pvt. Ltd. All rights reserved.
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