OZOBLOCKLY BASIC TRAINING LESSON 1 SHAPE TRACER 1

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Transcription:

OZOBLOCKLY BASIC TRAINING LESSON 1 SHAPE TRACER 1 PREPARED FOR OZOBOT BY LINDA MCCLURE, M. ED. ESSENTIAL QUESTION How can we make Ozobot move using programming? OVERVIEW The OzoBlockly games (games.ozoblockly.com) will teach how to use the OzoBlockly language and the drag-and-drop code editor. Students who have had experience with Blockly or Scratch, and those who have not, will enjoy all levels of the tutorials. The practice will prepare students to create their own programs, load the program onto Ozobot and run the program. Students learn how the movement and LED blocks tell the robot what to do. They also learn Flash Loading, which is a special way to upload a program to an Ozobot, and an important Ozobot skill, calibration, but this time to a digital screen. Finally, students will switch to the OzoBlockly editor (ozoblockly.com/editor) to create their own game level. Groups can optionally play the unlocked game (attached). You and your students may notice bit, and to a lesser extent evo, veer off a straight line while running Free Movement programs. Students learn to make the bots more accurate in OzoBlockly Basic Training lesson 4 and 5. LESSON OUTLINE 1. In 1, students learn OzoBlockly concepts by playing levels 1-10. Note: Levels 4, 7, and 10 are Ozobot only levels. Students must use the Ozobot to test and run the completed program. The simulation feature is disabled. Concepts: Visual programming basics Movement forward Turn or rotate Setting LED colors Loading Ozobot and running the program 2. Students will write their own tutorial level 11 in the OzoBlockly Editor. 3. (Optional) Play the unlocked board game (attached). OzoBlockly Basic Training Lesson 1: 1 1

PREREQUISITES Students should be familiar with care and calibration of the Ozobot Bit and Evo, but no prior knowledge of coding is required. GRADE LEVEL Grade 2 and up. Older students may move more independently through the levels of the tutorials. The tutorials are appropriate for all levels to learn the OzoBlockly programming language. GROUPING Individuals or groups of two or three students MATERIALS Tablet or computer to access Ozobot Games http://games.ozoblockly.com and the OzoBlockly editor http://ozoblockly.com/editor Ozobot Bit or Evo, 1 per group or individual Student Handout, 1 per student or group Optional: printout of the unlocked 2 Game, one per group OZOBLOCKLY PROGRAMMING TOPICS Free Movement, Light Effects OZOBLOCKLY MODE Mode 2 or higher DURATION 45-55 minutes VOCABULARY Ozobot Bit or Evo - Little robot that can follow drawn lines or be programmed using visual codes or through the OzoBlockly programming language OzoBlockly - A visual editor which allows to create programs by plugging blocks together. The blocks can be used to control Ozobot s behavior like movement, LED lights, etc. Rotate Right or Left Approximate 90 turn Rotate Slightly Right or Left Approximate 45 turn Steps a unit of movement forward Line Following Ozobot s default capability of sensing and following lines on paper or digital screens QUESTIONS ABOUT THIS LESSON? Please contact us at ozoedu@ozobot.com OzoBlockly Basic Training Lesson 1: 1 2

LESSON 1. GUIDED CLASS ACTIVITY LEVEL 1 With all students on Level 1, guide them through the interface. First, the Goal pop-up tells students what they have to do. The image on the right is the simulator, and the simulated Ozobot must trace the line exactly. To build the program, click the left category menu, then the block you want. The blocks must click together to create a program. Students can click the drop-down menus or color squares in the blocks to change the settings of each block. To run the program in the simulator, click Run under the simulator window. LEVEL 2 Explain that Ozobot can make turns. For this we use the Rotate block found in Movement. Have the students experiment with movement and rotation. Question the students, how far does the Ozobot move when programed to turn a slight left versus a left turn? Discuss 45 rotation versus 90 rotation. Challenge the students to find how many degrees are in a U-Turn. Students solve level 2: OzoBlockly Basic Training Lesson 1: 1 3

LEVELS 3-10 Levels 4, 7 and 10 require loading the Ozobot to check the program. Once students have found the level 4 solution, walk through calibration to the screen, Flash loading, and running the loaded program: Calibration: hold Ozobot s power button for 2 seconds (until it blinks), then set the bottom onto the white bot outline on the screen where Flash Loading takes place. If it s successful, Ozobot blinks green. Try again if it was red. Flash Loading: Turn your bot back on and place it on the white outline. Click Load Ozobot. When it s working, the bot flashes green while loading. If it flashes red, start over. Run Program: Double-click the power button while the bot is on to run the program on the bot. You won t need to calibrate to the screen once you ve done it once. It s best to do it when you begin a session, or if you also have to calibrate to paper during your session (if you re line following or detecting surface colors). Refer to the OzoBlockly Getting Started Guide (http://files.ozobot.com/stemeducation/ozoblockly-getting-started.pdf) for all of the information on calibration and troubleshooting. Click the Help button under the simulator for more information on how to flash load a bot. Students can complete the rest of the levels on their own. Solutions are attached to this lesson. 2. INDEPENDENT ACTIVITY OBJECTIVE Students will write their own Level 11. PROCEDURE Students now have a chance to create a new level with ozoblockly.com/editor. Give students a copy of the attached student handout. 3. OPTIONAL - SHAPE TRACER GAME PROCEDURE Give each group of students a copy of the game attached to this lesson. Students can read the rules and cut out the game cards and pieces. This activity could also be another class session. OzoBlockly Basic Training Lesson 1: 1 4

ANSWER KEY Level 1 Level 5 Level 2 Level 6 Level 3 Level 7 Level 4 OzoBlockly Basic Training Lesson 1: 1 5

Level 8 Level 10 Level 9 OzoBlockly Basic Training Lesson 1: 1 6

STUDENT HANDOUT CREATE A SHAPE TRACER 1 LEVEL RULES 1. Sketch a path in the box below to be the basis of Level 11. The path should be slightly more difficult than levels 1-10. Check out the example for ideas. Requirements: The path should change colors at least twice. Bit or Evo should have to double back on at least one path to win. The turns must be 45, 90, 180 or a combination of these. 2. Go to ozoblockly.com/editor on a computer or tablet. 3. Choose Bit or Evo below the OzoBlockly logo (see right). 4. Choose Beginner (2) or Intermediate (3) modes 5. Write the program. 6. Test the program with your Bit or Evo and fix any problems (bugs). Note: Your Bit or Evo may swerve a little bit off a straight line. Don t worry, that s normal. In future lessons you will learn how to help that. Example Set LED blue Forward 5 steps Rotate Right 90 Set LED red etc Some commands: Forward steps Rotate Left/Right (90 ) 45 90 Rotate Slightly Left/Right (45 ) Rotate U-turn Left/Right (180 ) Change Color to OzoBlockly Basic Training Lesson 1

Cards: Cut along dotted line B3 Be the fastest to identify the shapes and score the most points! Instructions: B1 B3 First, choose one player to act as the programmer. This player will need to know and use OzoBlockly. (OzoBlockly.com) Everyone else chooses a player number. The programmer chooses a random card without showing the group. They then recreate that shape using OzoBlockly, and load to Ozobot. B4 B1 Players gather around the Game Mat with their player number cards ready. When the programmer runs Ozobot, players will have to guess what shape Ozobot is creating by putting their player card on the correct shape. Watch Out! Once your card is placed, you can not change your answer! Scoring: The first person to place their card on the correct answer wins 2 points, all other correct answers win 1 point. B4 If no players get the correct answer, no points are given. The first player to reach 7 points, wins! C4 Optional Gameplay: Each player card has 2 colors on it. If the first color Ozobot uses for each shape matches a color on your player card, you get a point! C4 Play 2 to unlock even more printable gameplay!

Cards: Cut along dotted line A1 A1 C2 C2 A2 A2 A3 A3 C1 C1 B2 B2 A4 A4 C3 C3

Player Cards: Cut along dotted line Score Card: Cut along dotted line 1 2 1 Score Card 2 3 4 3 4 5 6 5 6

Game Mat A1 A2 A3 A4 B1 B2 B3 B4 C1 C2 C3 C4 Game Mat C4 C3 C2 C1 A4 A3 A2 A1 B4 B3 B2 B1